From 81ec9d3ef4868708e6b4f5e296e3b83dd6fc22bd Mon Sep 17 00:00:00 2001 From: Kakeman89 Date: Tue, 16 Feb 2021 16:52:22 -0500 Subject: [PATCH] Update monsters.db Started with Sith Anathema Ended with Trooper, Sapper --- packs/packs/monsters.db | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/packs/packs/monsters.db b/packs/packs/monsters.db index f3d96bc1..43913e12 100644 --- a/packs/packs/monsters.db +++ b/packs/packs/monsters.db @@ -1,7 +1,7 @@ {"_id":"03uWVLUhbhZxcVRO","name":"Nerf","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"11","min":0,"formula":"natural armor"},"hp":{"value":30,"min":0,"max":30,"temp":0,"tempmax":0,"formula":"4d10+8"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":50,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":30,"min":0,"max":30},"bar2":{"value":11,"min":0,"max":0}},"details":{"biography":{"value":"

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

\"Who's scruffy-looking?\"

- Leia Organa to Han Solo

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

Alderaan

Arkanis

Jaresh

Lothal

HabitatFields
DietHerbivore (grazer)

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

Biology

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

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

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

Domestication

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

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

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

Subspecies

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

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

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

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

- Han Solo on Grakkus Jahibakti Tingi

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

Red and grey, with a secondary color decided by diet

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

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

Biology and appearance

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

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

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

Subspecies

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

Iridonian reek

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

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

Ithorian reek

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

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

Kashyyykian reek

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

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

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

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

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


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


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

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

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

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

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

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

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

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.

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

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Mand'alor makes one weapon attack.

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

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

- Kreia

Sith Triumvirate

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


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

Darth Sion, Lord of Pain

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

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

The Sith Anathema knows the following

force powers:

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

shock

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

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

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

force

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

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

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

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

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

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

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

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

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.

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

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

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

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

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.

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

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.

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

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.

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

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.

Sith Blade Dancer makes one Doublesaber attack.

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

- Kreia

Sith Triumvirate

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


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

Darth Sion, Lord of Pain

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

","public":""},"alignment":"Chaotic Dark","species":"","type":"humanoid","environment":"","cr":20,"powerForceLevel":14,"powerTechLevel":0,"xp":{"value":25000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","poisoned"],"custom":""},"senses":"blindsight 30 ft., passive Perception 19","languages":{"value":[],"custom":"Galactic Basic, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":6,"passive":22,"prof":6,"total":12},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":21,"prof":6,"total":11},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":19,"prof":6,"total":9},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","token":{"flags":{},"name":"Sith Anathema","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"0Z0aAtWZup5906A2","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":200,"max":200},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"Yzk0MWJlMThiOWRi","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

The Sith Anathema knows the following

force powers:

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

shock

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

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

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

force

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

5th-level: improved phasestrike, improved phasewalk,

telekinesis

6th-level: crush, rage

7th-level: ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MTRiNjYzOWI3NTQ2","flags":{},"name":"Pinpoint Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"Zjg1NmFmZjk4NDUw","flags":{},"name":"Regeneration","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OWI5NzU0YjNmMWFl","flags":{},"name":"Retaliation Strike","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"MmUzNWNiNWZlYjI3","flags":{},"name":"Upheld by the Force (2/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NTZhNDI0ZGFhN2My","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NzdiZDgyODg2MDdh","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YzU0ZTVkYWMzNzlj","flags":{},"name":"Lightsaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"NmY1ZTlmMjA1YTk5","flags":{},"name":"Necrotic Strike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NzY0MjY3ODdkMWM4","flags":{},"name":"The Force Unleashed (Recharge 6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"MWZmYWNmNGNkMTg5","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"ODE0MjViOTg2ZDcz","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MDBkNWNmODc0NTA3","flags":{},"name":"Doublesaber","type":"feat","img":"systems/sw5e/packs/Icons/monsters/399_-_Sith_Anathema/avatar.webp","data":{"description":{"value":"

.

Sith Blade Dancer makes one Doublesaber attack.

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


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


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


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


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

Adding beskar armor

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

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

","public":""},"alignment":"Lawful Balanced","species":"","type":"humanoid","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft, passive Perception 16","languages":{"value":[],"custom":"Galactic Basic, Mando'a"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":4,"passive":15,"prof":1,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"dec":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"prf":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"per":{"value":0,"ability":"cha","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":1,"ability":"dex","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"sur":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","token":{"flags":{},"name":"Mandalorian Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"0iBgNnq747avDKJa","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":72,"max":72},"bar2":{"value":18,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWVkMzE1YzQzODg4","flags":{},"name":"Agressive","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

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

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

The commando has advantage on saving throws against being frightened.

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

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

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

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

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

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MjZmMjY3NDQ3OTQ1","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

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

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

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

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

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

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

.

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

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

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

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"N2E5YWI1YWVjZmQ2","flags":{},"name":"Wrist Flamer (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

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

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

.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"MDVlMWE1MTcwZDQ4","flags":{},"name":"Lightning Storm (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/358_-_Mandalorian_Commando/avatar.webp","data":{"description":{"value":"

.

The leviathan uses Lightning Storm.

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

- Han Solo, as he piloted an AT-AT

Classification

Mammal

Average height2,5 meters
Hair colorBrown
HomeworldTatooine
HabitatDesert
DietHerbivorous

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

Biology and appearance

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

- Obi-Wan Kenobi

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

Behavior

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

- Obi-Wan Kenobi

All banthas were peaceful herbivores, and lived in herds.

History

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

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

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

Banthas in the galaxy

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

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

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

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

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

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

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

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

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

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

Black Sun

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"M2ZhYmQ5NjI2ZGM0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

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

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

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

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.

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000}]} @@ -12,7 +12,7 @@ {"_id":"1jDH0p4SOWhy2Oyx","name":"Fire Breather","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":20,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":21,"proficient":0,"min":3,"mod":5,"save":5,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":19,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"natural armor"},"hp":{"value":178,"min":0,"max":178,"temp":0,"tempmax":0,"formula":"17d10+85"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":60,"swim":0,"walk":0,"units":"ft","hover":true},"prof":4,"powerdc":12,"bar1":{"value":178,"min":0,"max":178},"bar2":{"value":18,"min":0,"max":0}},"details":{"biography":{"value":"

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

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

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

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

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

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

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

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

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

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

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

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

.

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

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

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

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

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

.

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

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

.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000}]} {"_id":"1mkEgFj9HVwindh9","name":"Jawa Scrapper","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":13,"min":0,"max":13,"temp":0,"tempmax":0,"formula":"3d6+3"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":13,"min":0,"max":13},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

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

- C-3PO

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

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

Biology and appearance

\"Utinni!\"

- A commonly used Jawa cry

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

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

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

Society and culture

\"Sand stays. All else changes.\"

- Iziz

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

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

Social Organization

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

- Kyle Katarn

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

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

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

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

Language

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

Diet

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

History

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

- Owen Lars to Luke Skywalker

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

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

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

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

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

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

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

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

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

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

Equipment and technology

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

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

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

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

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

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


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


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


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


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


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

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

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The Kell Dragon can breathe air and water.

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

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

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

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

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

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

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

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

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

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

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

7th-level: force lightning cone

8th-level: master force immunity

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

dark lord knows the following force powers:

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

saber reflect, saber ward, shock

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

2nd-level: battle meditation, darkness, phasewalk

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

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

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

telekinesis

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

7th-level: force lightning cone

8th-level: master force immunity

9th-level: force storm

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

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.

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

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


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


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


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


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

Adding beskar armor

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NDE5NjU5ZjQ0ZDAz","flags":{},"name":"Keen Hearing and Sight","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NzAyZWVmY2I1M2M4","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"NGQyZjU2ODcxMjhm","flags":{},"name":"Cortosis Gauntlet","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YzAxOTM5ZjU4MTUx","flags":{},"name":"Praetoria Ishu","type":"feat","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

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.

The initiate soldier makes two weapon attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"YWE3ZjRhZWI5ZjQ0","flags":{},"name":"Blaster Carbine","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000},{"_id":"OGY2NTExZGNjMGE1","flags":{},"name":"Techblade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/355_-_Mandalorian_Initiate/avatar.webp","data":{"description":{"value":"

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

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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

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

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

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

Characteristics

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

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

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

History

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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


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

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

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

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

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

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

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

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

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

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.

The Killik makes two weapon attacks.

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"MjAzN2VmZTE0YzI4","flags":{},"name":"Vibropike","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/349_-_Killik_Soldier/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000}]} @@ -27,22 +27,22 @@ {"_id":"4SGXcgcVzIXtQreV","name":"B'omarr Monk Initiate","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":"combat suit"},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":-1,"prof":0,"total":-1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":9,"min":0,"max":9},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

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

- B'omarr Monk, to Bib Fortuna

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

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

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

Practices and beliefs

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

- Luke Skywalker, on the B'omarr Order

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

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

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

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

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

History

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

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

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

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

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

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

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

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

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

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

Locations

The Tatooine Monastery

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

- Mayor Mikdanyell Guh'rantt, to a spacer

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

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

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

The Teth Monastery

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

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

The Danuta Temple

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

Other locations

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

Notable members

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

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

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

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

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

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

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

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

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

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

Biology and appearance

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

Behavior and intelligence

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

History

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

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

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

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

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

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The Celestials

The Architects of the Galaxy

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


The Origins of the Ones

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


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


The Decline of a Golden Age

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


The Ones: Supreme Force Wielders

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

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

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

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

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

as a 3rd level power), sanctuary

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

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

4d10 damage on contact instead)

1/Day Each: stasis, revitalize

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

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

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The Daughter's force powers are considered enhanced.

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

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

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

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

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

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

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.

The Daughter makes two Light Wreath attacks.

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.

The Son makes two claw attacks.

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

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

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

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.

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

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.

The Daughter makes a claw attack.

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.

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

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.

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

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

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

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The commando has advantage on saving throws against being frightened.

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

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

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

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

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

It knows the

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

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

2nd-level: hold droid

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

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The commando makes three weapon attacks.

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

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

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

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

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

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

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The commando has advantage on saving throws against being frightened.

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

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

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

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

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

It knows the

following tech powers:

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

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

2nd-level: hold droid

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

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.

The commando makes three weapon attacks.

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

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

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.

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

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

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


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


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


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


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


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


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


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

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The leviathan's melee weapon attacks are considered enhanced.

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

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

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The leviathan deals double damage to objects and structures.

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

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

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

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.

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

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

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

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

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

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

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

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.

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

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.

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

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.

The leviathan makes a tentacle attack.

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.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000}]} {"_id":"5CEmjq67c1MGY4o9","name":"Jakrab","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":4,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":7,"proficient":0,"min":3,"mod":-2,"save":-2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":8,"proficient":1,"min":3,"mod":-1,"save":1,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"12","min":0,"formula":""},"hp":{"value":3,"min":0,"max":3,"temp":0,"tempmax":0,"formula":"2d4-2"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":3,"min":0,"max":3},"bar2":{"value":12,"min":0,"max":0}},"details":{"biography":{"value":"

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

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

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

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

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

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

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

Historical riots

Old Republic era

Rise of the Empire era

Rebellion era

New Republic era

Legacy era

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

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

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

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The swarm makes three improvised weapons attacks.

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

- Captain Panaka

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

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

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

Description

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

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

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

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

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

History

Pre-Clone Wars

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

Clone Wars

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

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

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

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

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

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

Aftermath

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

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

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

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

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

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

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"OTM1NGYyZTBkYjRl","flags":{},"name":"Freedom of Movement","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ZmVkMGU1ODk0ZGEw","flags":{},"name":"Vulnerable Interior","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"N2YyODE4MzIxYTIz","flags":{},"name":"Pilot","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"NmUyMjI1NjJlZmY2","flags":{},"name":"Ram","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

.

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

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.

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

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"Yzc2YzlkOWM2MjM2","flags":{},"name":"Gunner","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

.

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

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"Mzk4NDNmNTQ2OGJi","flags":{},"name":"Plasma Cannon","type":"feat","img":"systems/sw5e/packs/Icons/monsters/144_-_AAT/avatar.webp","data":{"description":{"value":"

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

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

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

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

Functions

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

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

Components

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

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

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

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

R2-D2

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

- Captain Quarsh Panaka to Queen Amidala

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

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

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

- R2-series advertising slogan

ManufacturerIndustrial Automaton
ClassAstromech droid
Height
1 meter
Cost5.000 credits

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

Functions

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

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

Components

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

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

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

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

R2-D2

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

- Captain Quarsh Panaka to Queen Amidala

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

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

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

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

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

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

Billed faces

Homeworld
Naboo
Diet

Omnivorous

Characteristics

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

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

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

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

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

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The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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

- Cad Bane, to Darth Maul

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

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

Characteristics

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

History

\"Show me.\"

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

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

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

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

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

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

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

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

- Cindel Towani

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


DesignationNon-sentient
Skin color

Varied

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

Biology and appearance

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

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

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

Behavior and intelligence

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

History

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

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

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

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

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

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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

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

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

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

Jedi Padawan

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

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

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

The

padawan knows the following force powers:

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

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

2nd-level: calm emotions, force barrier

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

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

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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

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

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

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

Jedi Padawan

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

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

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

The

padawan knows the following force powers:

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

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

2nd-level: calm emotions, force barrier

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

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

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) energy damage

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\"Maalraas aren't known for their hide, just their mange.\"

- Torian Cadera

DesignationNon-sentient
Average length2 meters
Skin color
  • Red
  • White
Distinctions
  • Powerful, fanged jaws
  • Force-camouflage
  • Armored hide
  • Blastfire deflecting scales
  • Hairless
  • Quadruped
  • Large claws
  • Tail
Average lifespan
50 years
Homeworld
Dxun

Maalraas or Nighthunters were a non-sentient species of predatory quadrupeds. Nighthunters hunted in packs, using long claws and powerful fanged jaws to disable their victims. Using the Force to cloak themselves, making themselves nearly indistinguishable from the darkest shadows; only extremely well-trained Jedi or Sith could recognize their silhouettes. Their Hides and bones were heavily resistant to lightsabers as well as intense heat. A population existed on the forest moon of Dxun in the Onderon system and possibly Onderon itself. Maalraas had huge fangs that protruded from their round heads and were possibly the ancestors of nighthunters. Maalraas hunted in packs primarily preyed upon cannoks, although if there were too many of them the cannoks could drive the predator away or even kill it. Maalraas were in turn preyed upon by the zakkeg. In 3951 BBY, Mandalorian warriors living on the moon found maalraas to be harsh prey to such a degree that having to clear out a number of them was almost considered a true challenge.

Easy to train from infancy or from older ages, Nighthunters were utilised as Loyal guard beasts and were exported from their unrecorded home world by crime syndicates as well as other wealthy individuals willing to trade on the black market. While plentiful at the time of the old republic era by the time of the Clone Wars, they were thought to be extinct, but at least one still survived on Parein II 4. When the Jedi Knight Valin Draco was dispatched to the world, he was attacked by the beast and was nearly killed, until at last he won the upper hand. Nursing the wounded nighthunter back to health, he named it Crant, and kept it as a pet. Draco was seduced to the dark side during the Great Jedi Purge and joined the Inquisitorius, keeping Crant by his side the entire time. When Draco was sent to the Almas Academy to capture Jedi Master Vhiin Thorla, he ordered Crant to watch over the captured Jedi. While Draco was away, Crant was killed by members of the Alderaanian Resistance sent to free Master Thorla.

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The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage.

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The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The maalraas can make a bite attack and a claw attack.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 11 (2d8+2) kinetic damage.

If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 7 (2d4+2) kinetic damage

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\"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday.\"

- Mara Jade Skywalker

Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Palpatine
  • Jagged Fel
Members
  • Cronal
  • Lumiya
  • Maarek Stele
  • Mara Jade Skywalker
  • Roganda Ismaren
  • Tairi Veila
HeadquartersImperial Palace, Coruscant
Formed fromDark Side Adepts
Date fragmented
  • 4 ABY, upon Palpatine's first death
  • 11 ABY, upon Palpatine's final death
Date restored
  • 10 ABY, during Operation Shadow Hand
  • 44 ABY
Affiliation
  • Galactic Empire (The Emperor)
  • Imperial Remnant (Head of State)

An Emperor's Hand, or Hand of the Emperor, was a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that were impossible, secret, or both. Their counterparts included the Emperor's Reach, Emperor's Voice, and the Emperor's Eyes.

History

Prior to his ascent to Galactic Emperor, Palpatine used a number of assassins, spies, and operatives to achieve his objectives as the Sith Lord Darth Sidious. It was his use of Darth Maul, trained specifically to kill Jedi, who proved effective at handling other tasks, that convinced Palpatine of the usefulness of extremely loyal, effective, and secretive agents. Thus he began developing the Emperor's Hands to create a group that were operatives, not apprentices.

During his reign, Palpatine used the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets included rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns.

The exact number of agents is unknown, but following the death of Palpatine, many former Emperor's Hands went on to become independent menaces to the Alliance to Restore the Republic and New Republic. The two most famous Hands, Lumiya and Mara Jade, took wildly different paths from each other; the former founded her own group of Sith, while the latter became a Master in the New Jedi Order and married Luke Skywalker, whom she once had sworn to kill in an act of revenge for killing Palpatine and destroying the Empire.

By 40 ABY, the Hands (particularly Mara Jade, though this narrow viewpoint could be partly fueled by Ben Skywalker's admiration for his mother) were considered the best assassins of their day.

In 44 ABY, Imperial Head of State Jagged Fel reactivated the Hands to give his bodyguard, Tahiri Veila, the authority to command a raid on Hagamoor 3.

Methodology

Selection

Often targeted at infancy, potential Emperor's Hands were tracked with keen interest by Palpatine until they reached maturity. Preferring to begin their training after they had developed, Palpatine waited for a potential Hand to impress him. Some began as thieves, some as warriors, some as assassins, some as entertainers, but each managed to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training

\"You may not realize that my early training consisted of much more than learning to harness the Force. Running, climbing, fighting, learning to move silently, swimming, zero-g fighting and movement; everything could have been made easier by using the Force. I didn't allow that, though.\"

- Mara Jade Skywalker

After selection, an Emperor's Hand went through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operated independently and was often under the false impression that he or she was the Emperor's Hand. During training, Palpatine cultivated the Hand's latent Force abilities, but avoided providing Jedi or Sith training. Thus, Hands who did not have any Force training prior to their training were not expressly dark side users. The most important of their abilities was a direct telepathic connection to Palpatine that allowed them to communicate across the galaxy.

Operations

\"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect.\"

- Mara Jade

Once given the title of Emperor's Hand, the agent was granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands could take command of military units, starships or weapons as necessary.[9] To preserve their effectiveness, only the highest echelons of the Imperial command structure were aware of the Hands' existence. The methodology varied by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operated as a ghost; striking and vanishing, which elevated them to near mythic levels amongst those who dared cross the Emperor.

Psychology

\"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job. I was sworn to do the Emperor's bidding. I couldn't even feel sorry for myself if I tried.\"

- Mara Jade Skywalker, in a recording to Tionne Solusar

Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands performed their missions out of sheer loyalty to Palpatine. They viewed their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets were political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands were under the impression that they alone held their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands were deeply affected by his death.

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During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

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

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If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

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The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

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The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override.

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The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse

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\"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday.\"

- Mara Jade Skywalker

Founder(s)Galactic Emperor Sheev Palpatine
Leader(s)
  • Palpatine
  • Jagged Fel
Members
  • Cronal
  • Lumiya
  • Maarek Stele
  • Mara Jade Skywalker
  • Roganda Ismaren
  • Tairi Veila
HeadquartersImperial Palace, Coruscant
Formed fromDark Side Adepts
Date fragmented
  • 4 ABY, upon Palpatine's first death
  • 11 ABY, upon Palpatine's final death
Date restored
  • 10 ABY, during Operation Shadow Hand
  • 44 ABY
Affiliation
  • Galactic Empire (The Emperor)
  • Imperial Remnant (Head of State)

An Emperor's Hand, or Hand of the Emperor, was a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that were impossible, secret, or both. Their counterparts included the Emperor's Reach, Emperor's Voice, and the Emperor's Eyes.

History

Prior to his ascent to Galactic Emperor, Palpatine used a number of assassins, spies, and operatives to achieve his objectives as the Sith Lord Darth Sidious. It was his use of Darth Maul, trained specifically to kill Jedi, who proved effective at handling other tasks, that convinced Palpatine of the usefulness of extremely loyal, effective, and secretive agents. Thus he began developing the Emperor's Hands to create a group that were operatives, not apprentices.

During his reign, Palpatine used the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets included rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns.

The exact number of agents is unknown, but following the death of Palpatine, many former Emperor's Hands went on to become independent menaces to the Alliance to Restore the Republic and New Republic. The two most famous Hands, Lumiya and Mara Jade, took wildly different paths from each other; the former founded her own group of Sith, while the latter became a Master in the New Jedi Order and married Luke Skywalker, whom she once had sworn to kill in an act of revenge for killing Palpatine and destroying the Empire.

By 40 ABY, the Hands (particularly Mara Jade, though this narrow viewpoint could be partly fueled by Ben Skywalker's admiration for his mother) were considered the best assassins of their day.

In 44 ABY, Imperial Head of State Jagged Fel reactivated the Hands to give his bodyguard, Tahiri Veila, the authority to command a raid on Hagamoor 3.

Methodology

Selection

Often targeted at infancy, potential Emperor's Hands were tracked with keen interest by Palpatine until they reached maturity. Preferring to begin their training after they had developed, Palpatine waited for a potential Hand to impress him. Some began as thieves, some as warriors, some as assassins, some as entertainers, but each managed to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training

\"You may not realize that my early training consisted of much more than learning to harness the Force. Running, climbing, fighting, learning to move silently, swimming, zero-g fighting and movement; everything could have been made easier by using the Force. I didn't allow that, though.\"

- Mara Jade Skywalker

After selection, an Emperor's Hand went through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operated independently and was often under the false impression that he or she was the Emperor's Hand. During training, Palpatine cultivated the Hand's latent Force abilities, but avoided providing Jedi or Sith training. Thus, Hands who did not have any Force training prior to their training were not expressly dark side users. The most important of their abilities was a direct telepathic connection to Palpatine that allowed them to communicate across the galaxy.

Operations

\"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect.\"

- Mara Jade

Once given the title of Emperor's Hand, the agent was granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands could take command of military units, starships or weapons as necessary.[9] To preserve their effectiveness, only the highest echelons of the Imperial command structure were aware of the Hands' existence. The methodology varied by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operated as a ghost; striking and vanishing, which elevated them to near mythic levels amongst those who dared cross the Emperor.

Psychology

\"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job. I was sworn to do the Emperor's bidding. I couldn't even feel sorry for myself if I tried.\"

- Mara Jade Skywalker, in a recording to Tionne Solusar

Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands performed their missions out of sheer loyalty to Palpatine. They viewed their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets were political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands were under the impression that they alone held their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands were deeply affected by his death.

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During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

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

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If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

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The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

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The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override.

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The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse

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\"I hate that thing.\"

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

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

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

Anatomy

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

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

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

Miriskin was a commodity supposedly made from ysalamir skin.

Ysalamiri in culture

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"OGNjMGE3YjFmODhj","flags":{},"name":"Force Nullify","type":"feat","img":"systems/sw5e/packs/Icons/monsters/262_-_Ysalamiri_Swarm/avatar.webp","data":{"description":{"value":"

The swarm creates a 1080 foot radius bubble that neutralizes the presence of the force, or a 80 foot radius bubble if the swarm has half its hit points or fewer.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"YjdiYzlkMmU1NGU2","flags":{},"name":"Bite (over half hp)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/262_-_Ysalamiri_Swarm/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 5 (2d4) kinetic damage

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Melee Weapon Attack +2, Reach 0 ft., One target. Hit : 2 (1d4) kinetic damage

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\"It's the trooper you don't see that will get you.\"

- Cassian Andor

Organization type

Specialized stormtroopers

Sub-group(s)
  • Darth Vader's guard
  • Death Squad
  • DT-F16's squad
  • Unit TI-23
  • Tarkin's guard
  • Thrawn's guard
Location(s)
Death trooper training camp, Scarif
Affiliation
  • Galactic Empire (Imperial Intelligence)
  • GIdeon's Imperial remnant

Death troopers were an elite variant of the Galactic Empire's stormtroopers designed for stealth, espionage and lethality. Operating under Imperial Intelligence, they served as protective details and bodyguards for significant Imperial officers and members of the Tarkin Initiative, as well as special-assignment commandos. They wore black suits of body armor and specialized helmets with vocal scramblers, micro-motion sensors, and heads-up displays with data on enemy and friendly positions on the battlefield. Death troopers were trained in unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. They were experts at covering their tracks, leaving little to no evidence of their missions.

History

Age of the Empire

Death troopers were named by Emperor Palpatine himself to capitalize on rumors about a legendary Imperial Military Department of Advanced Weapons Research project to revive necrotic tissue, which ultimately resulted in the creation of uncontrollable Undead Troopers sometime between 1 and 3 ABY.

Early during the construction of the Death Star above the planet Geonosis, Governor Wilhuff Tarkin was accompanied by a squad of death troopers to Scarif to confront Darth Vader's breach of security. After Tarkin confronted Vader, Vader was ordered by Emperor Palpatine to uncover who was responsible for several sabotage attempts on the Death Star's construction.

After arriving on Geonosis, Commander Orson Callan Krennic greeted Vader on a landing pad with a number of death troopers. An assassination attempt was made on Krennic and Vader, as an explosion sent a pile of rocks crashing down on the Imperials, crushing several death troopers. Despite the attempt, Vader investigated and eventually learned that a rogue Geonosian hive led by a Geonosian queen were responsible. Vader and a contingent of death troopers then fought in a skirmish in the Korakanni Mound, killing the saboteurs and the queen.

In 13 BBY, a squad of death troopers accompanied Director Krennic to Lah'mu. There, they demolished the Erso homestead and took Galen Erso to complete his work on the Death Star. One of the troopers killed Erso's wife, Lyra, and the squad attempted to find his daughter, Jyn Erso, with no success.

Growing rebellion

During the early days of the Rebel Alliance, another squad of death troopers served under the command of the Seventh Fleet's commander, Grand Admiral Thrawn. They assisted Thrawn in capturing former ISB agent Kallus, following the latter's discovery as a Rebel spy, and held him during the Battle of Atollon. In the later part of the battle, the squad accompanied Thrawn to Chopper Base to capture senior Alliance officers such as General Jan Dodonna and Captain Hera Syndulla. However, the Rebels were able to escape when a mystical Force being called the Bendu attacked both the Imperial and Rebel forces. On Thrawn's orders, the death troopers concentrated their fire at Bendu, wounding him and sending him crashing to the ground.

In 1 BBY, a squad under Commander DT-F16 accompanied a kyber crystal shipment and several technicians aboard Freighter 2716. After departing from Faos Station, DT-F16 and her squad came under attack by Partisans' leader Saw Gerrera and Spectres Ezra Bridger and Sabine Wren. DT-F16, her squad and other troopers were then left behind by the Spectres and were destroyed, along with Captain Slavin's Star Destroyer when the kyber crystal they were escorting exploded.

A death trooper, DT-L21, was stationed at Jhothal. There, he commanded stormtroopers when they discovered that the Spectres had returned. He, his Viper probe droids and troopers searched the sewers for the Spectres, to no avail. The death troopers then accompanied Grand Admiral Thrawn and Governor Pryce to the Imperial airfield to watch a test flight of the new TIE/D Defender Elite. When Bridger revealed himself, the death troopers were ordered by Thrawn to secure the TIE/D Defender. However, they lost when Wren stole the fighter.

Several death troopers then assisted Governor Pryce and Rukh in pursuing Syndulla when Jedi Knight Kanan Jarrus rescued her from the Imperial complex. The death troopers were able to catch to Jarrus and Syndulla.

Several death troopers then accompanied Minister Veris Hydan as the Empire and Mining Guild were excavating Lothal's Jedi Temple. They assisted Hydan in interrogating Wren, striking her in the head. However, Wren was able to knock one out when Captain Garazeb Orrelios rescued her.

Several death troopers were stationed at the Imperial Complex. With Rukh, the death troopers fought the rebels and attempted to stop them from reactivating the shields. They were taken out by Captain Orrelios. The remaining death troopers of Thrawn's guard were with him aboard the Chimaera and were taken out by Bridger before the ship was taken by the Purgil to an unknown location.

War

\"...And I've seen plenty of death troopers just like you live up to their name...by dying.\"

- Cordo, instructing his death troopers

One year later, death troopers would continue to escort Krennic during the Death Star's initial testing stage at Jedha and during his trip to Eadu. Krennic would later deploy his death trooper squad during the Battle of Scarif when they fought Rebel ground forces that had infiltrated the planet. They managed to annihilate the remnants of the Rebel strike team. However, the entire squad was killed by Baze Malbus and Cassian Andor shortly before Krennic's death.

In the aftermath of the Battle of Yavin, death troopers served aboard Hivebase-1, a secret space station made by the Tarkin Initiative, serving under Commander Yewl. Yewl's death troopers fought Dr. Aphra's crew and their prisoner, Rebel General Hera Syndulla, until they escaped. They were killed when Hivebase-1 was destroyed.

Several accompanied Lieutenant-Inspector Magna Tolvan on Coruscant.[21]

After the Empire

Approximately nine years after the Battle of Yavin, a squad of death troopers served in an Imperial remnant led by Moff Gideon. The troopers opened fire on a cantina on Nevarro, killing \"the Client\" and several stormtroopers while also trapping \"the Mandalorian\", Greef Karga and Carasynthia Dune inside.

The standoff was interrupted shortly after, with IG-11 arriving to assist the Mandalorian and his comrades. As the group fought their way out of the cantina, a fierce battle ensued, with two death troopers resorting to hand-to-hand combat after they were disarmed. With the fight raging outdoors, several death troopers circled around to breach the cantina, and attempted to flush Cara Dune out with saturated blaster fire. The remaining death troopers escorted Moff Gideon, as he gave the order to \"burn them out.\"

Legacy

During the cold war between the Resistance and the First Order, Agent Terex of the First Order Security Bureau had possession of a death trooper helmet aboard the Carrion Spike that was displayed next to the helmets of an Imperial Royal Guard, an AT-AT pilot, a coastal defender stormtrooper, and others, along with a custom set of armor.

Training

\"We have a mission, and we'll fulfill it. Don't expect any more.\"

\"Or any less.\"

- Pik and Waffle

Death troopers were elite stormtroopers in the Galactic Empire's military. Stormtrooper candidates who excelled at their training were reassigned to the advanced death trooper camp on Scarif. Death troopers were required to meet rigid physical and ideological standards, with height and weight standards that exceeded typical trooper averages. The candidates were also subjected to a battery of physical tests and classified surgical enhancements, making them somewhat \"beyond human.\" Additionally, death troopers had to complete rigorous training in exotic environments to be stronger, faster, and more resilient than the norm. Other specialties included unarmed combat, heavy weapons, demolitions, improvised weaponry, guerrilla warfare, and marksmanship. In the field, death troopers operated in small groups, with each trooper specializing in a specific skill set.

Shortly before the Battle of Scarif, General Sotorus Ramda requested to be returned two platoons of death troopers, as their training camp on Scarif needed more instructors. Ramda preferred veteran death troopers with body augmentations at v1.01 or earlier.

Equipment

\"I presume these death troopers are combat-capable even without their armor and heavy weapons?\"

- Ar'alani

Death troopers were equipped with advanced armor considered an improvement over the standard stormtrooper kit. The helmet featured a number of advanced sensor and targeting systems to give total situational awareness of combat areas, enemies and allies. These various upgrades to the helmet systems included a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition sensors and image-intensifying active pulse emitters, the latter of which was stored within the two green \"dots\" at the bottom front of the helmet. The helmets also included voice scramblers which allowed them to speak in death trooper encryption, which made their communications impossible for anyone except another death trooper to understand, along with adding to their intimidating appearance.

Death trooper armor was covered by a spray polymer called reflec, which warped electromagnetic signals commonly found in sensor arrays. This made death troopers well suited for stealth operations. Underneath their armor, troopers wore an environmentally sealed bodysuit. Death trooper pauldrons on their right shoulder denoted rank, but appeared black and featureless to individuals if not viewed through a trooper visor.

Death troopers were equipped with a variety of tools and weapons depending on their specialties. On their chest, death troopers strapped on an IM-40 three-slot ammunition and tool pouch. Weapons commonly used included the SE-14r light repeating blaster, E-11D blaster carbine, DLT-19D heavy blaster rifle, DLT-19 heavy blaster rifle, and Smart Rockets. Grenades included the C-25 fragmentation grenade, baradium thermal detonator and a Sonic Imploder or a Thermal imploder.

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The trooper can use Disengage as a bonus action.

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As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point of a target causing an extra 7 (2d6) energy damage on a hit.

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

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The troopers weapon attacks are enhanced.

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The trooper can take the Hide action as a bonus action.

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If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

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The Trooper Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Trooper Captain. A creature can benefit from only one Leadership die at a time.

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The trooper makes two melee attacks or four ranged attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 8 (1d8+4) energy damage

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.

The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.

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


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


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


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


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

Adding beskar armor

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

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

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

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As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Y2NlYmEwYjlmNWY1","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Njg0NDYyMDdkMjgz","flags":{},"name":"Tactical Technology","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MTA1NjQyMmJkYTQ0","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

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

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

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

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.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

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As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

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Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

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

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

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When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

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When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

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Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

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.

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

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.

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

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Sith Blade Dancer makes one Doublesaber attack.

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


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


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


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


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

Adding beskar armor

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

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

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

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As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

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

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Y2NlYmEwYjlmNWY1","flags":{},"name":"Mandalorian Tech","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

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

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"Njg0NDYyMDdkMjgz","flags":{},"name":"Tactical Technology","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

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The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off

1st level: element of surprise, energy shield, flash, homing

rockets, smoke cloud, spot the weakness, stack the deck,

tranquilizer

2nd level: concealed caltrops, detect traps, electromesh,

magnetic field, overheat, shatter

3rd level: debilitating gas, diminish tech, explosion, fabricate

trap, kolto cloud, sabotage charges, scramble interface

4th level: salvo, sensor probe

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MTA1NjQyMmJkYTQ0","flags":{},"name":"Two Weapon Mastery","type":"feat","img":"systems/sw5e/packs/Icons/monsters/364_-_Mandalorian_Explosives_Artiste/avatar.webp","data":{"description":{"value":"

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

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

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

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.

The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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Ranged Weapon Attack +10, Range 40/160 ft., One target. Hit : 12 (2d6+5) energy damage

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The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

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.

The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

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.

The leviathan makes a bite attack.

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.

The leviathan makes a tail attack.

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.

The leviathan uses Lightning Storm.

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Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.


Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.


In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.


As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

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As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzQ0NThkN2ZjYTdh","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

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

saber reflect, saber throw

1st level: burst of speed, force jump, force throw, slow

descent

2nd level: battle meditation, coerce mind, force confusion,

hallucination

3rd level: choke, force repulse, knight speed

4th level: freedom of movement, locate creature, mind trap

5th level: improved phasestrike, telekinesis

6th level: crush

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODdhNzA1ZGU4NmZh","flags":{},"name":"Legendary Resistance (3/Day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"YzY2ODc5MThkYzFl","flags":{},"name":"Second Heart (1/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"N2RlYTdhZDZjN2My","flags":{},"name":"Parry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/395_-_Sith_Blade_Dancer/avatar.webp","data":{"description":{"value":"

Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

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.

When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage

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Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 9 (1d6+6) kinetic damage.

The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

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.

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

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.

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

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.

Sith Blade Dancer makes one Doublesaber attack.

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\"Affirmative, AT-ST support is on the way.\"

- An Imperial technician

Manufacturer
  • Kuat Drive Yards
  • Imperial Department of Military Research
ClassCombat walker
Cost

Not available for sale

Length4,5 meters
Height9 meters
Mass12.100 kilograms
Cargo capacity200 kg

The All Terrain Scout Transport (AT-ST), also known as a Scout Transport, Scout Walker, or derisively as a chicken walker, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

Characteristics

\"The AT-ST kept spitting lasers at us, and we kept sinking lower and lower into the snow. Each blast took another bite out of the lip of the trench.\"

- Chanda Bethari describes an AT-ST firing on Hoth

AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a planned invasion route, and could quickly eliminate any small threats that evaded an AT-AT's barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The \"head\" itself was capable of rotating 240 degrees side to side, greatly benefiting the gunner's target-acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

Despite its speed and agility, an AT-ST walker's offensive and defensive power were significantly compromised. Offensively, its weapons systems were only good against lightly armored targets at close range. Defensively, its lighter armor could repel attacks from small-arms fire, but not laser cannons, missiles, or other heavy ordnance. Its armor did not cover its entire frame, lest the walker lose its agility. Striking the walker's unprotected gyros underneath the command module could destabilize the walker and cause it to fall. Additionally, deep trenches or cable lines leveled at the height of the AT-ST's ankles and knees could cause it to trip and topple the vehicle.

The modular design of the All Terrain Scout Transport allowed for ease in customizing the walker with armaments and tools for specific mission parameters. Mortar launchers were one such weapon that could be attached to the command pod of the AT-ST.

The Ewoks of Endor discovered that the AT-STs were vulnerable to anti-Gorax traps. Ramming logs could smash through the walker's head, destroying the cockpit. One of its other weaknesses was its susceptibility to hijacking, despite the height of the vehicle seemingly making hijacking an impossibility. A sufficiently strong force could rip the entrance hatch off the top of the walker. If commandeered, the walker's cannons could easily penetrate other AT-STs' armor.

Variant models

AT-ST Mark III

The AT-ST Mark IIIs were equipped with experimental armor that provided more speed and durability than that of the standard AT-ST. Mounted with twin heavy laser cannons and piloted by veteran crews, they excelled against most targets.

AT-ST Raider

A variant used by a Klatooinian tribe.

Cold weather AT-ST Mark III

A variant of the AT-ST Mark III. This variant had its internal systems retrofitted to allow for optimal performance in sub-zero temperatures.

Enhanced AT-ST Walker

The enhanced AT-ST Walkers boasted enhanced power couplings and sub-systems, allowing their weapons to fire high-powered blasts at a faster rate than average. They also had dark armor plates.

First Order AT-ST

The First Order utilized an updated version of the AT-ST that featured upgraded armor and gyroscopic systems.

All Terrain Heavy Scout

The All Terrain Heavy Scout was variant of the highly evolved First Order AT-ST, which saw service in the First Order army during the intergalactic First Order–Resistance war.

History

\"The big AT-AT's mostly advanced up the middle, so out on the edge of the battlefield we'd been pinned down by a little scout walker. I guess it wanted to keep us from flanking it's big cousins.\"

- Chanda Bethari's account of fighting an AT-ST on Hoth

Part of the All-Terrain walker family, the AT-ST's role in supporting Imperial ground operations earned it the moniker \"scout walker\" owing to its ability in ferreting out enemy positions and inspecting locations in advance of larger walkers. It was better equipped than the Republic AT-RT.

The Imperial Military commonly used the AT-ST in a variety of environments. At least one AT-ST was deployed on Jedha in 0 BBY in a battle during the planet's insurgency. The walkers were also used in the Galactic Civil War, and between the Battle of Yavin and Battle of Hoth, the Alliance to Restore the Republic operated stolen AT-STs, and provided them to Saponza's Gang, who often fought against the walkers. Several fought alongside AT-ATs at the Battle of Hoth. They also notably participated in the Battle of Endor, where they were defeated by the Ewoks and their traps. The walkers were also used by the Empire in the final battle of the Galactic Civil War, the Battle of Jakku, which ended up being an overwhelming victory for the New Republic.

Thirty years after the close of the Galactic Civil War, a splinter military group of the New Republic called the Resistance utilized old Imperial AT-STs in combat against the reorganized remnants of the Galactic Empire, the First Order. They possessed an orange repaint and were crested with the Resistance starbird.

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

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

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

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

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.

The AT-ST can use its Frightful Presence. It then makes two attacks with its medium repeating blasters or takes the Stomp action.

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Ranged Weapon Attack +7, Range 12/240 ft., One target. Hit : 25 (4d10+3) energy damage

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All creatures standing within the AT-ST's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

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Each creature of the AT-ST's choice that is within 80 feet of the AT-ST and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-ST's Frightful Presence for the next 24 hours.

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\"If you told me I could only see one creature in the galaxy, it would be a fathier. Someday I want to see a fathier race! I wouldn't even bet – I'd just watch!\"

- Paige Tico

DesignationNon-sentient
Average height3 meters at the shoulder
Hair colorBrown
Eye colorBlack
Distinctions
  • Four long legs
  • Powerful forearm muscles

Fathiers were a species of non-sentient quadrupeds that resided in the galaxy. They were often used as mounts, and wealthy inhabitants of Kergans and Cantonica rode them in competition.

Biology and appearance

\"Sounds like the feisty filly in the corner stall is having trouble sleeping. Did you do the endurance exercises with her in the double-gravity chamber today? You know fathiers need heavy exercise when they're cooped up on a ship like this.\"

\"Sorry. I had to clean the reflux combusters—\"

\"No excuses. Each of these fathiers is worth more than three years of your wages.\"

- Ulina and Teal

A non-sentient quadruped species, fathiers were distinguished by their long legs, brown fur, and large ears, which dissipated body heat. Fathiers could run at great speeds (up to 75 kilometers per hour) across various terrains, including beaches, fields, and cliff faces. Their speed made them sought after by wealthy residents of the galaxy, and the creatures were viewed as graceful and majestic. On average, fathiers stood three meters high at the shoulder; people seeing one in person for the first time were often shocked by their size. When cooped up, fathiers required endurance exercises, so fathier transports were equipped with double-gravity chambers. They were known for their stinky, spicy smell.

Behavior

Fathiers could be domesticated, and they were used as mounts in competition. The inhabitants of the planet Cantonica exploited them in highly popular races on the Canto Bight racetracks, in which the animals suffered abuse.

History

Around 1 BBY, the Spectre and Jedi padawan Ezra Bridger, while exploring the world between worlds, came across a mysterious portal decorated with constellation-like images of fathiers. However, he did not examine or enter it.

During the Galactic Civil War, the Alliance to Restore the Republic used fathiers ridden by Tognath mercenaries in hit-and-run combat missions.

In 34 ABY,[12] Resistance operatives Finn and Rose Tico traveled to Cantonica in search of a Master Codebreaker. During their search, the two ran into trouble with the Canto Bight Police Department, and they hid in the fathier stables at the Canto Bight racetrack. With the help of stable boy Temiri Blagg, Finn and Tico let the fathiers loose, riding one to escape the police force.

Fathiers in the galaxy

\"I learned to hunt with bassa hounds. I learned to ride fathiers in competition. I hated all of it.\"

- Lorica Demaris

At some point in his life, the Corellian Geb Teldar mucked the stall of a fathier for a living. Lorica Demaris, a Zeltron from the planet Kergans, learned to ride fathiers in competition, which she hated. Fathiers were found across the galaxy, but their homeworld was considered a mystery.

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

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If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 11 (2d6+4) kinetic damage

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Acklays were amphibious reptillian crustaceans with six deadly claws and razor-sharp teeth native to the planet Vendaxa. They were used as execution beasts by the Geonosians, and one attempted to kill Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala in the Petranaki arena prior to the outbreak of the Clone Wars.

DesignationNon-sentient
Classification

Amphibious crustacean

Skin colorGreen
Distinctions
  • Grappling hands
  • Stretchy stomachs
  • Razor-sharp teeth
  • Protective bony nodules
  • Hardened, skin covered claws
  • Six legs
  • Three eyes 
HomeworldVendaxa
Habitat
  • Water
  • Land
DietCarnivore

Biology and appearance

The acklay was a non-sentient mix of crustacean and reptile with amphibious traits that allowed it to inhabit the water and land of its homeworld of Vendaxa. The gigantic creature was protected by a hard, shell-like carapace of bony nodules. They walked on six hardened, skin-covered claws, and had grappling hands. Its mouth was filled with razor-sharp teeth, and used an organ beneath its chin to sense the body electricity given off by its prey, which it would then spear with its pointed legs. The species had stretchy stomachs and three eyes.

Behavior

Acklays were carnivorous, predatory creatures, and though they typically lived underwater on Vendaxa, they came on land to hunt the planet's plains for lemnai. Surprisingly agile, acklays scuttled around on their six pointed legs, using an organ beneath their chins to sense the body electricity of their prey. They speared their prey with their claws, biting through them with razor-sharp teeth and swallowing them into their stretchy stomachs. Vicious creatures possessing agile fury and bestial rage, acklays were known for their bite, and were strong enough to bite through a polearm and smash a stone pillar to the ground.

Acklays were known to be used as killer beasts in execution arenas, such as the Petranaki arena on Geonosis. There, Geonosian picadors kept the creatures under control with jabs from long-handled spears, and at other times the beasts were chained.

Acklays in the galaxy

At least two acklays were kept in the Petranaki arena on Geonosis as of 22 BBY; the mated pair shared a pen, and were utilized as killer beasts by the Geonosians. One of these acklays was unleashed during the attempted execution of Senator Padmé Amidala, Anakin Skywalker, and Obi-Wan Kenobi by the Confederacy of Independent Systems. The acklay was steered towards Kenobi by its picador, although the Jedi Knight outmaneuvered the beast, causing one of its powerful claw strikes to shear the chain binding him to a pillar. The acklay pursued Kenobi, rending holes in the arena floor with vicious stabs of its claw-like legs. Kenobi armed himself with a picador's polearm, though the acklay shrugged off his strikes and bit the spear in two. Ultimately, Kenobi bested the beast after obtaining a lightsaber once Mace Windu's Jedi assault team arrived to battle Count Dooku's battle droids. Kenobi sheared through the acklay's legs, and finished the dangerous beast off with a downward stab with his blade.

Acklays were present in the Petranaki arena during celebrations for the Eve of Meckgin and Poggle the Lesser's homecoming, and were chained alongside reeks while Poggle announced the Stalgasin hive's involvement in the Death Star project. Even the execution beasts quieted as Poggle made his speech to the hushed arena.

Acklay were considerated rare during the Imperial Era. One acklay was contained on a Class four container transport, and it was meant to be transported to Emperor's personal zoo before beeing released by Hondo Ohnaka.

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If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

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\"But wesa still needen our beasts, to carry weapons and shields. The evil mackineecks had captured the beasts, for killin' and skinnin'. As the Queen and her big brains plan a big nasty, wesa attacking Camp Six, to rescue our animals and complete disen Gungan Grand Army.\" 

- Boss Rugor Nass in a journal entry

DesignationNon-sentient
ClassificationAmphibian
Average height9 meters
Skin color
  • Brown
  • Green
Eye colorYellow
Homeworld
  • Naboo
  • Onderon
HabitatSwamp
DietHerbivorous

Fambaas were herbivorous amphibians native to the swamps of the planet Naboo.

The largest terrestrial herbivores of the swamp, fambaas were technically amphibians but had the scaly hide of reptiles. The creatures were native to the Gungan Swamps of Naboo and the jungles of Onderon.

Characteristics

\"I know how you feel. You lost your master, and I lost my Jedi.\" 

- Hondo Ohnaka to Preigo's fambaa

Fambaas were large non-sentient amphibians native to the Gungan swamps of the planet Naboo, as well as Onderon. They obtained food by easily knocking over trees to get at leaves and berries. They also foraged for underwater plants, breathing underwater and swimming with ease. They reached sizes of up to 9 meters.

In the wild, fambaas traveled in herds of up to twelve, but formed breeding herds of hundreds of family units that were so large they were traditionally put to pasture in sacred swampy areas. There were also special fambaa stables contained inside the underwater hydrostatic bubble-enclosed cities for the domesticated breeds kept by Gungans. Females laid large numbers of sticky, gelatinous eggs, which they deposited in puddles and underwater. The young hatched with moist skin and gills, and upon maturity, the gills disappeared and their skin hardened.

Their only known predators were sando aqua monsters breaching the surface of the swamp waters from the abyssal ocean beneath.

History

The fambaa had been domesticated by Gungans for millennia as beasts of burden and cavalry/artillery draft beasts. In times of war, fambaas were used to carry portable deflector shield generators for protecting their Gungan masters. They were also mounted with large booma cannons. During the Trade Federation occupation of Naboo in 32 BBY, the fambaas were placed in Camp Six. They were subsequently released by the Gungan Grand Army and outfitted for use in the the Gungan's diversionary battle. During that battle, the fambaa-mounted shield generator protected the Grand Army until the generators were destroyed by battle droids.

During their Clone Wars insurgency, the Onderon rebels used fambaas to hold heavy artillery.[8] In Abafar, they were used as meat in a dish known as Fambaa Delight. Around that time, Preigo's Traveling World of Wonder had a fambaa as part of the performance. The beast was abandoned to the Ohnaka Gang when Preigo and the other performers fled a Jedi rescue mission.

During the Galactic Civil War, Senior Captain Thrawn of the Imperial Navy, tasked a experienced spacer to kill an adult fambaa for him, then retrieve a vial blood sample in order for Thrawn to conduct a scientific experiment.

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The fambaa can breathe air and water.

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The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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The fambaa deals double damage to objects and structures.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

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\"When they shout and snarl, they're ready to kill. But when they whisper, they're ready to kill everything.\"

- Boba Fett on Trandoshans

Designation
Sentient
SubspeciesSaurin
Average height2 meters
Skin colorSandy brown to glossy green

Distinctions

  • Reptilian
  • Regenerative properties

Average lifespan

  • Child: 1-11 years
  • Young adult: 12-14 years
  • Adult: 15-34 years
  • Middle age: 34-49 years
  • Old: 50-59 years
  • Venerable: 60+ years
Homeworld

Trandosha, also referred to as Dosha or Hsskor by Trandoshans

LanguageDosh

Trandoshans, or T'doshok in Dosh, were large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs—albeit slowly—and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. A notable Trandoshan was Bossk, who was a longtime enemy of Han Solo, Chewbacca the Wookiee, and Boba Fett, as well as the infamous slaver Pekt.

As a species, they were renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.

Biology and appearance

\"You lizards need to learn that I'm a lot scarier than you are.\"

- RC-1138

Trandoshans were a large, bipedal sentient species, with scaly skin— which ranged in color from sandy brown to glossy green, which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Trandoshans could regenerate lost limbs and skin until they reached their Middle Ages— around fifty-four standard years. Each of their four limbs ended in three razor sharp claws. These were perfect for combat, but did not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat.

Trandoshans usually wore dark clothing, although the species' attire varied. The infamous Trandoshan bounty hunter Bossk was known to wear a yellow flight suit, something worn by several other members of the species. Trandoshan hunters and mercenaries sometimes wore either full body armor or a mixture of armor and cloth garb. Trandoshans also often wore warm jackets and baggy trousers. Their large, scaled feet also meant that it was impossible for them to wear any sort of baseline humanoid footwear, which could present impediment to hunting.

Trandoshans had a lifespan slightly shorter than that of most sentients in the galaxy. Considered younglings until they were eleven standard years old, Trandoshans were thought of as young adults until they reached the age of fifteen, when they became full adults. By thirty five standard years, Trandoshans were middle-aged, and those living past fifty were considered old. Any Trandoshan living over sixty years was thought to be venerable, and were greatly respected by society.

Society and culture

Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

The lack of dexterity in their hands led the Trandoshans to develop the X10-D draft droid to perform manual labor. These could only be owned by those Trandoshans with a certain number of jagannath points.

Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food was Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.

There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha.

Weaponry

The Trandoshan arsenal was composed of a variety of unique weaponry. For ranged weaponry, the Trandoshans designed Accelerated Charged Particle Guns which resembled various slugthrowers used throughout the galaxy. Examples of these were seen during the Clone Wars; quite common were the Accelerated Charged Particle Array Gun, the Accelerated Charged Particle Repeater Gun, LS-150 Heavy Accelerated Charged Particle Repeater Gun, and the Gatling gauntlet. When they wished to take their prey alive, Trandoshan Bounty Hunters favored the Slavemaster stun carbine. They also made use of the LJ-50 concussion rifle and Trandoshan Repeater Rifle.

Most cultures long ago abandoned the primitive sword in favor of the more lethal vibroblade. Trandoshans, however, wielded such archaic weapons as badges of honor. Both the Trandoshan Sword and the Trandoshan Double-Bladed Sword were traditionally forged using the rare ore Chalon which made them sharper and heavier than Republic blades.

History

\"Smell Wookiee. Trandoshan hate Wookiee. Human ship. Should be no Wookiee there.\"

- Corrsk[src]

The Trandoshans originated on Trandosha, also known as Dosha or Hsskor. It was in the same star system as Kashyyyk, the homeworld of the Wookiees. In 7000 BBY, the Trandoshans joined the Galactic Republic. During the New Sith Wars Sith troops landed on Trandosha, and the Trandoshans slaughtered many of the troopers. The Sith retaliated by invading their world and burning the homes of the Trandoshans, leading the surviving Trandoshans to save themselves from death by pledging loyalty to the Brotherhood of Darkness.

Prior to the Clone Wars, Trandoshan bandits invaded and occupied the planet of Jabiim before later moving on. At this time, Dosha was only indirectly represented in the Galactic Senate by the Wookiee Yarua, much to the Trandoshans' dismay. In response, Trandoshan terrorists attempted to assassinate Yarua in 32 BBY. In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing. During the Clone Wars, some groups of Trandoshans involved themselves on the side of the Confederacy of Independent Systems in several engagements. One such example occurred more than one year after the onset of the Clone Wars when the Acclamator-class assault ship Prosecutor was taken over by a joint force of Trandoshan slavers and CIS battle droids. Later, the Trandoshans, with the help of CIS forces, invaded the planet of Kashyyyk to subsequently enslave the Wookiee natives. The invasion of Kashyyyk by the CIS led towards an expeditionary team of clone commandos being sent to Kashyyyk by the Galactic Republic, this act ultimately led to the Battle of Kashyyyk itself. Trandoshans also worked as mercenaries and bounty hunters during that time period. Bossk was a famous bounty hunter from the time of the Clone Wars and for decades thereafter.

At some point during the Clone Wars, a group of Trandoshans began capturing prisoners, releasing them onto the moon Wasskah, and hunting them. They captured Ahsoka Tano, Jinx, O-Mer, and Kalifa. Ahsoka managed to kill Dar, but Kalifa was killed by Garnac. Later, they brought Chewbacca to the planet, but the Wookiee proved too strong for them. He managed to contact Kashyyyk, and General Tarfful came with Wookiees to their rescue.

After the Clone Wars, the Trandoshans suggested to the Empire that they use the Wookiees as slaves. The Empire, seeing cheap labor (and possible retribution for Yoda's survival and subsequent attack on Emperor Palpatine) agreed, and hired the Trandoshans to lead slaving raids on Kashyyyk and locate runaway slaves. After the Battle of Endor, the New Republic liberated Kashyyyk, yet the Trandoshans continued the raids. In response, the New Republic placed economic sanctions on Trandosha backed by a fleet of warships. Though the Trandoshans ceased the raids, hatred between the two species continued for many years to come.

At the time of Darth Krayt's Galactic Empire, after Kashyyyk was blockaded, more commerce flowed through Trandosha. The Trandoshans gained greater military and economic power after this.

Force-sensitives

It was uncommon, but not unheard of, that some Trandoshans were Force-sensitive. Because of their reputations as bounty hunters they weren't usually accepted as Jedi or even Sith; there were exceptions, however, such as the Jedi Lissarkh, a Padawan of Plo Koon, the rogue Jedi Kras'dohk, and Mrssk that fought during the New Sith Wars. Normally they would use their Force-sensitivity to their advantage as bounty hunters.

Saurin Subspecies

At some time in their history, a population of Trandoshans became isolated for unknown reasons, and eventually adapted along a separate lineage and became the subspecies Saurin.

They were notably different in their physiology for featuring translucent eyes, and having adapted four-fingered hands, with longer fingers than their genetic cousins.

It is unknown if Saurins carried the Trandoshan ability to regenerate lost limbs, though they did hold the same basic traditions and beliefs, such as bounty hunting and scoring kills to appease the deity The Scorekeeper.

Saurins claimed the planet Durkteel as their homeworld.


Trandoshans in the galaxy

\"I was told the Trandoshan were an impossible race to command, yet watch how obediently they follow a simple instruction. Kill them!\"

- Tagta the Hutt

One of the most well-known Trandoshans to leave their homeworld was the infamous bounty hunter Bossk. The son of Bounty Hunters' Guild leader Cradossk, Bossk devoured his siblings when he hatched, and in his youth he became one of the most celebrated Wookiee-hunters on Dosha. Bossk then joined his father as a bounty-hunter and became a respected member of the Bounty Hunters Guild. Some time later, Bossk's ship was destroyed by human smuggler Han Solo and his Wookiee sidekick Chewbacca; this encounter made Bossk desperate to claim Chewbacca's pelt.

Many years later, Bossk was one of the bounty hunters chosen by Darth Vader to hunt down and capture Han Solo. Bossk begrudgingly teamed up with Wookiee bounty hunter Chenlambec and his human sidekick, Tinian I'att, believing they had inside information on the whereabouts of the two outlaws. However, the two mercenaries led Bossk into a trap, and he was left in an Imperial prison on Lomabu III. Bossk managed to escape and to steal his ship, the Hound's Tooth, back from the two double-crossers. Several months later, Bossk teamed up with fellow hunters Zuckuss and 4-LOM in an attempt to steal the carbonite-encased Solo from Fett en route to Jabba's Palace on Tatooine, however the attempt failed, and Bossk's ship was left badly damaged.

Bossk fought once again with Fett after the Mandalorian's apparent death in 4 ABY. Bossk's ship was destroyed, and he returned to Mos Eisley dejected, so he was surprised when Boba Fett offered him a fortune for some old information. Bossk was responsible for the death of Corran Horn's father Hal Horn, gunning him down along with the actual target, with whom the CorSec agent was speaking. Though Horn succeeded in hunting down and arresting Bossk, Imperial officer to CorSec Kirtan Loor manipulated the justice system against Horn for personal reasons by finding that since his target was death-marked by a valid Imperial bounty and given poor Trandoshan manual dexterity, Hal Horn and the other victims were unfortunate \"collateral damage\" since the underlying act was legal. Therefore, Bossk was released. Bossk made several more high-profile captures before retiring from bounty hunting around 19 ABY.

Pekt was a dark-skinned Trandoshan slaver, known for his sadistic nature and experimental slave capture techniques. As a youth, a Wookiee slave escaped and tore Pekt's arms off; the Wookiee was executed and Pekt's arms soon grew back. In 32 BBY he helped the Trade Federation colonize Alaris Prime, although they were driven off by Jedi Master Qui-Gon Jinn, though Pekt vowed to return. Pekt's reputation as a slaver grew until he eventually worked for an assortment of gangsters, mercenaries and bounty hunters, and even the Empire. After the Imperial invasion of Kashyyyk, Pekt was selected to oversee the entire slaving operation. In 4 ABY, Pekt was pursued to a fortress by Luke Skywalker, Han Solo and Chewbacca. Pekt perished when the fortress was destroyed.

C. 129 BBY, the Trandoshan blacksmith Khreenk arrived to Bartyn's Landing, in Lamaredd, and set up his business, Khreenk's Smithy. He was still in charge of it one hundred years later.

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

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The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

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When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.

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The trandoshan makes two weapon attacks.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

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

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The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this \"super trooper\" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

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When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

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The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ODYwZDkwN2YwYzRi","flags":{},"name":"Wrist Blade","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/299_-_Dark_Trooper_2C_Phase_I/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 7 (1d8+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":40000},{"_id":"YTdiMjJlNTczMWI2","flags":{},"name":"Shield Bash","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/299_-_Dark_Trooper_2C_Phase_I/avatar.webp","data":{"description":{"value":"

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

The target must make a DC 15 Strength saving throw or be knocked prone.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"NzYzM2UyNGNmZTc4","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ZDFiOTc4YTUwYjk4","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"M2I4ZGRjOWQyNDE4","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

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Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-4th level (33 Force Points): animate weapon, improved

dark side tendrils, choke, drain life, force sight, force

suppression, horror, force jump, sense force, sever force, stun

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The inquisitor has advantage on saving throws against force powers.

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When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Double Saber attack.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

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Ranged Weapon Attack +6, Range 120 ft., One or two targets. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

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

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

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The commando has advantage on saving throws against being frightened.

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

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

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When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

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The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

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When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.

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The commando makes three weapon attacks.

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

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

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

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

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\"The boars are about as smart as the average cement extruder, and aren't good for much besides getting into fights and making little Gamorreans.\"

- Callista Ming

DesignationSentient
Average height1,7 - 1,8 meters
Average mass100 kg
Skin color

Green (typical)

Hair colorNone
Distinctions
  • Porcine humanoids
  • Tusks
  • Horns
HomeworldGamorr
Language

Gamorrese

Gamorreans (derogatorily known as pig-lizards) were porcine, brutish humanoids from Gamorr, a lush jungle-world in the Outer Rim. Gamorr's technological level was equivalent to the low-tech periods which Human civilizations had experienced circa 25,000 BBY. The Gamorreans colonized the planet Pzob in the K749 system, and were the majority sentient species on Lanthrym in the Elrood sector. Their vessels provided only essential amenities, in addition to shields and weaponry. Gamorreans were typically green-skinned, with a large and powerful physique; they had a well-deserved reputation as fierce warriors, prized much more for their strength and personal combat prowess than for their wits. They were organized into clans headed by a Council of Matrons. In Gamorrean society, sows (females) performed all the productive work...while the boars (males) concentrated on martial training and waging war. They spoke Gamorrese (also called Gamorrean). One of their favorite weapons was a traditional war axe called an arg'garok, which was designed specifically for beings with extraordinary strength as well as a low center of gravity. (They could, however, point and shoot if someone shoved a blaster into their hands.)

The Galactic Registry entry for Gamorreans on Pzob was 011-733-800-022.

Biology and appearance

\"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts.\"

- Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close set eyes, tusks, and two small horns on their heads. Their average body temperature was 40.56 °C (105 °F) and their verbal tones ranged from 50 to 13,000 hertz.

Although a typical Gamorrean was squat, green, and heavily built not all shared these characteristics. Most Gamorreans had a dark greenish coloration over a large portion of their bodies; however skin coloration did vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation were possible. Boars tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Not all Gamorreans were heavy and squat. Although this was the most common and generally the desirable appearance in Gamorrean society some individuals were comparatively lean and tall. Greel, co-owner of the The Broken Tusk on Reuss VIII, was quite undersized compared to his brother Gorge who represented a more conventional Gamorrean appearance.

They were largely viewed as mindless, intellectually inferior brutes by the wider galactic community. This perception may have been partly due to their physiology, which made it nearly impossible for them to speak Galactic Basic. Their vocal apparatus made it impossible for them to speak clearly in any language other than their native language.

Gamorreans were typically covered by a number of parasitic bloodsuckers native to Gamorr called morrts. They showed great affection for the creatures and considered them adorable pets. The number of morrts that a Gamorrean hosted was related to their status within a clan. A clan Warlord or Matron could have up to 20 of these parasites feeding on them.

The Gamorrean diet mainly consisted of fungus that grew plentifully on their homeworld. A species of mobile mushrooms called Snoruuk was one of the most widely eaten varieties along with Fug. They drank an alcoholic beverage called Potwa beer.

Newly born Gamorreans were called \"feeders\" until they were weaned. Once weaned the younglings were called \"shoats\" until the age of 3 when they began gender specific training. Gamorrean childhood ended after about 6 years from which point they were considered young adults. When they reached the age of 13 they were considered mature adults and the boars would go to war. Biologically they were capable of living beyond the age of 45 but the violent nature of their existence meant that very few boars reached that age.

Society and culture

Clan Society

\"All this—gweek. Husbands and tuskers and fields and children—gweek. Sometimes … I want gweek. Gweek for me. More so in slushtime, in the cold and the dark.\"

- Kufbrug

Gamorreans were organized into clans ruled by a male warlord and his wife, a head sow who was the most powerful of the clan matrons. While the warlord and his boars were solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing weapons and running businesses.

Gamorrean sows

\"Stupid, Aurra! Should have checked for that storm! Making mistakes like some Gamorrean sow!\"

- Aurra Sing talking to herself on Tatooine 32 BBY

Females within a clan were all related to each other and could trace their lineage back to a common matriarch. Boars, however, were exchanged between clans at an early age and some would change their allegiance during their adult lives. Clans ranged in size from a few dozen to over a hundred but typically a clan constituted about 20 sows, fifty boars and the young. The young were mostly born in the spring (\"slushtime\") and the litters typically ranged between three and nine. The male to female ratio was about ten-to-one with females only being born about every second litter. Despite this, a high fatality rate among boars, due to their violent lives, resulted in a predominance of older females.

Clans owned and controlled areas of land and were always interested in acquiring more. Land was gained by either colonizing unclaimed areas or more commonly taking land from rival clans. Since the amount of available arable land on Gamorr was scarce several clans often laid claim to the same piece of land, and they spent their time fighting over possession. A female typically had up to a dozen husbands during their lifetime since a boar's lifespan was limited by his violent lifestyle.

Sows did all the useful work within Gamorrean society and they owned and leased all property. They were capable of being as rough as the males and they actively encouraged boars to engage in bloody act of violence to demonstrate their virility. Daughters inherited their mother's land evenly and therefore over generations these holdings diminished in size. A matron consolidating land was a critical reason for the ongoing wars between clans.

Clan matrons were a select group of sows with the greatest of land who constituted the clan council of matrons. They usually had a number of clan Tusker boars in admiration of their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow who were the richest and most powerful of the clan matrons.

Sows were responsible for all trading with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

There were four classes of male boars within Gamorrean society: Warlords, Clan boars, Tuskers and Veterans. Warlords were the most socially and physically powerful boars in a clan and held their position by way of their marriage to a clan matron. The greatest of the warlords was selected by the head sow for his combat prowess and past successes. He was absolute ruler in all matter of war and general of the clan armies. The lesser warlord served as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Tuskers or household boars were unmarried males who were pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

Gamorrean clans constructed fortresses that varied in size dramatically. They all tended to follow the basic design. The simplest fortresses consisted of a stockade surrounded by a small village of huts and long houses. The clan-guard controlled the boundary of the fortress and kept unwanted visitors away. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Some clans formed small professional mercenary bands that move around selling their combat services to the higher bidder. Although it was not exceptional for fashionable clans to occasionally fight for another clan for pay, these mercenary clans did it professionally. They were, however, not totally driven by greed and the warlords of these clans still adhered to the tradition of fighting a blood-battle to complete a deal. Since these clans would go somewhere to carry out a contract they constituted a significant quantification of Gamorrean mercenaries in the galaxy.

The warring clans of Gamorr never united under the banner of one planetary government and therefore the Gamorreans did not have representation in the Galactic Federation of Free Alliances.

Although Gamorreans were not known for their sensitive nature they were especially demonstrative when it came to their morrts and were particularly loving toward their children and mates. Signs of affection included a tackling hug and a punch on the snout. Indeed, knocking a mate unconscious was considered a prelude to mating, although the initiator had to make sure they had smelling salts at hand if copulation was the intention.

Calendar

\"Winter is when the boars can't get out and fight one another either, so they get all cozy and pleasant—they really do—and write songs and poems to their sows. Or, they hire me to write songs and poems.\"

- Sebastin Onyx

The activities of the Gamorrean clans on Gamorr were dominated by the seasons. Spring was called slushtime because of the melting of the winter snow and the abundance of rain and resultant perpetual mud. The wet conditions of early slushtime resulted in plentiful harvests of short-term fungi and provided a start for the longer growing moulds. During this period the veteran boars trained the younglings in combat and the unattached tusker boars roamed the land looking for adventure and opportunities. Early slushtime on Gamorr was a depressing time, the constant rain and dark gray skies often resulted in many Gamorreans feeling grumpy and miserable. Since Gamorreans idealized emotions of strength and ferocity it was not a polite subject to discuss their emotional degeneration in this regard. Most sows gave birth at this time which was about a gestation period from the return of the boars from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season was called Wartime and initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called \"v'lch\") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

By the end of the summer period the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel barrows to transport goods.

Beliefs

\"It is true also, V'Ich Muh, that Lady Gundruk, and Lugh, and others of the household have heard the spirit of Vrokk moving about at night in the room in which he died. Spirits only walk if murder was done.\"

- A scholar sow explains Gamorrean beliefs to Callista Ming.

Gamorreans were Animistic and believed that everything such as natural features, animals, sites of past battles and people had an enduring spirit that could affect the physical worlds. The superstitious beliefs of the Gamorreans, however, decreased over the last hundred years or so before the Battle of Yavin. Although they believed that everything had a lingering spirit they were generally only concerned with powerful spirits that could pose a threat.

Famous long-dead heroes, giant trees, large fungi, the spirits of murdered individuals and ancient fortresses are an example of things that Gamorreans believed could help or hinder the living. The association with how these spirits affected the physical world was based on the nature of the source in Gamorreans lives. For example tree and mountain spirit were generally considered good because the source, with which they reside, provides wood and stone for building. This, however, did not mean that they believed that they were totally benign since trees would drop branches on individual and mountains would shed landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes they would let a traveler past and other times they would hinder their progress. Forests were viewed as mischievous, they would change the path and on occasion swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly they thought that the spirits would send favorable wind and if angered would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

An ancient clan fortress and giant fungi were thought to house fertility spirits. In the case of the fortress spirit it was believed to increase the fertility of sows during slushtime and croptime. They believed that Giant carnivorous fungi such as the Algark stalks contained fertility spirits because they would dispense their spores (offspring) when approached. As such the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night seeking retribution and killing all that they came across. According to the Gamorrean beliefs they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses storm damage to these dwelling were often attributed to the spirits.

Combat and honor

\"Rog not happy, he said. Rog say, fight and kill Guth, fight and kill Ugmush, fight and kill you, then go home.\"

- A veteran warns Callista Ming

Gamorrean combat was almost entirely hand-to-hand with or without a melee weapons and typically relied on physical power. Clans in regular contact with offworlders did not consider vibroblades as magical objects as they did for a long time and their increase in cutting power was considered a sign that they were a superior weapon. Vibro-axes were popular weapons among the Gamorreans and two examples were the Arg'garok and the Clan Groogrun vibro-ax. The latter was built on Gamorr by members of the Groogrun clan such as the master weapon maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club that literally translated as \"log with a spike in it\". They were crafted with pride by pounding a metal spike through a long chunk of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally each suit of battle plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

The Gamorreans had little interest in ranged weapons such as blasters. When Republic scouts introduced them to weapons they rejected them completely. The only way for a Gamorrean male to demonstrate his \"boarness\" was through close combat. The use of a ranged weapon against another honorable Gamorrean opponent was considered dishonorable. It was, however, acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. Gamorrean honor was governed by a set of simple rules and mainly concerns the code of conduct for combat and warfare. Boars were born and bred to fight and if they refused to or could not, they were killed by older boars (assuming that their mother allowed them to survive childhood).

It was honorable for a boar to face an opponent in combat to first blood, defeat or death. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off not to risk life. Tournaments were also the scenes of pre-arranged death matches, often concerned with a suitor challenging a husband for the right to marry a sow.

The use of \"magic\" in combat with an honorable opponent was considered dishonorable. In addition to the use of blasters, it also included any other advanced technology, the Force, natural abilities considered magical and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily. In Gamorrean society it was acceptable to challenge an opponent, fight and kill him for no reason at all but it was an unforgivable wrong to sneak up and kill while they were not looking.

Intellectual thought was moderately discouraged in Gamorrean society and although some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly fight in pitched battles although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated they'd only work alongside them should their opponent best them in single combat, as otherwise they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans had a hatred of droids and other mechanical devices and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

\"Rog will not understand this. Who would write Guth's name but Guth? Rog will avenge his brother.\"

- Kufbrug struggles to comprehend a forged Gamorrese rune.

Gamorreans spoke their native language of Gamorrese, or Gamorrean. To an individual unfamiliar with the language it sounded like a string of grunts, squeals and oinks. It was, however, a complex form of communication well-suited to the lifestyle of the Gamorreans. Although Gamorrese did not have a sophisticated written language it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Music

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock.

History

\"How did the Empire capture Gamorr without firing a cannon bolt? They landed backwards, and the Gamorreans thought they were retreating!\"

- Jacen Solo

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

As a result of their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII\"[14]. A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

\"Lord Vader, your powers are improving. See that Gamorrean over there? Kill him.\"

- Palpatine walking with Darth Vader while inspecting their workers' progress

One notable Gamorrean was the mutant Gorc, one of Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi.

Numerous Hutts employed various Gamorreans throughout the ages. One of them was the intergalactic kingpin of crime, Jabba the Hutt. He was fond of hiring Gamorreans because they were so inexpensive, as well as because their thick mindedness made them immune to dirty tricks such as bribery. Twelve Gamorreans were brought to Tatooine by Han Solo and Chewbacca at the request of Jabba. In order to seal the contract the crimelord agreed to fight them all at once but only if they were blindfolded. They agreed and when they were unable to see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived dutifully pledged themselves to the Hutt that they thought gave them a good thrashing. Of the nine surviving, two were named Gartog and Ortugg. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans shunned him.

Shortly after the reformation of the Republic into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. The worker was killed by Darth Vader using the Force at the request of the Emperor\".

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

The music band Deeply Religious had a track on their self-titled album called \"Gamorrean Hard Case\".

One of the most notable Gamorreans was Voort saBinring, nicknamed \"Piggy\", a member of Wraith Squadron. He joined in 7 ABY and was a member through the Yuuzhan Vong War. As part of Project Chubar he was biochemically altered by Binring Biomedical Product to bring his attention span and intelligence more in line with Humans. When he escaped the facility he joined the fight against the Empire.

As a Wraith, saBinring participated in the fight with Imperial Admiral Apwar Trigit and was an analyst on Han Solo's anti-Zsinj task force. He continued service with the Squadron when it was transferred to New Republic Intelligence. During the Vong invasion, he participated in efforts to repel the Vong from Borleias, as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

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At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"ODM5YzNhOTU4MmVj","flags":{"entityorder":{"order":211}},"name":"Brutal Critical","type":"feat","img":"systems/dnd5e/icons/skills/red_12.jpg","data":{"description":{"value":"

When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"OTc3MDY5MmFjY2Fk","flags":{},"name":"Vibroaxe","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/372_-_Gamorrean_Minion/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} {"_id":"8jii0o7Gs6H4rFeP","name":"Navy Pilot","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":8,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"con":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":1,"min":3,"mod":2,"save":4,"prof":2,"saveBonus":0,"checkBonus":0},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"combat suit"},"hp":{"value":9,"min":0,"max":9,"temp":0,"tempmax":0,"formula":"2d8"},"init":{"value":0,"bonus":0,"mod":2,"prof":0,"total":2},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":9,"min":0,"max":9},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"The starfleet is a sea. It is endless, cannot be beaten, and given enough time turns even the strongest rocks to sand.\"

- Grand General Cassio Tagge

Military unit type
Navy

Commanding officer(s)

  • Darth Sidiuous (as Galactic Emperor)
  • Admiral Conan Antonio Motti (Chief of the Imperial Navy)
  • Fleet Admiral Gallius Rax (Post-Battle of Endor)
  • Grand Admiral Rae Sloane
Sub-unit(s)
  • Admiralty (Imperial Navy High Command)
  • Death Star trooper officer corps
  • Imperial Navy Judicial Panel
  • Imperial Navy's officer corps
  • Imperial Starfighter Corps
  • Logistics Division
  • Military Police
  • Naval chiefs
  • Naval Command and Control
  • Office of the Navy's barrister advocate
  • Orbital Command
Formed fromRepublic Navy
Date founded19 BBY
Date fragmented4 ABY
Date reorganizedAfter 5 ABY, as the First Order Navy

Affiliation

  • Galactic Empire (Imperial Military)
  • Core and Inner Rim Imperial remnant

The Imperial Navy, also known as the Imperial Starfleet or the Imperial fleet, was the naval branch of the Galactic Empire's military. It was created in the wake of the Clone Wars, when Chancellor Sheev Palpatine transformed the Galactic Republic he led into an authoritarian Empire. Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Background

With the rise of the New Order, the massive military buildup that became synonymous with the late Galactic Republic in an effort to combat the Separatist Alliance in the Clone Wars was continued and expanded in the now Galactic Empire. When the Separatist leadership was executed at Mustafar by Darth Vader; then Supreme Chancellor Palpatine announced his plans for the galaxy since the beginning. Officially wiping away the thousand year old Republic by announcing the creation of the Galactic Empire, with himself as Galactic Emperor.

After the the rise of the New Order, the Imperial Navy was created from the remains of the Republic Navy at the end of the Clone Wars, and inherited its proud naval tradition that dated back thousands of years. It came to have its own starships that patrolled the vast majority of Imperial space throughout the reign of Emperor Palpatine's New Order.

After the establishment of the Imperial Navy, it became the primary projection of the Imperial Military's arm, becoming the largest branch in the Armed Forces with its enormous fleet of vessels and millions of personnel.

History

Rise of the Imperial Fleet

Almost immediately, any reminders of the Old Republic were removed, with the Grand Army of the Republic renamed the Imperial Army and Republic Navy reorganized as the Imperial Navy. The distinctive red coloring of Venator-class Star Destroyers were almost immediately painted a more subdued grey, along with the eventual uniform and equipment upgrades for the countless men and women in the Imperial Military. In the days following the proclamation of the New Order, the Imperial Navy would continue to utilize the popular Republic-era Alpha-3 Nimbus-class V-wing starfighters along with the mass produced Aggressive ReConnaissance-170 starfighter, while Darth Vader would receive his own black Eta-2 Actis-class light interceptor until he would eventually pilot his much improved TIE Advanced x1 which first saw usage during the Siege of Lothal four years prior to the Battle of Yavin.

With the destruction of the planet Anaxes and its shipyard facilities due to a cataclysmic event, corporations such as Sienar Fleet Systems and Kuat Drive Yards took up the mantle of producing the newer Imperial vessels coming into production. The Imperial I-class Star Destroyer would come to represent the new image of Imperial power and would eventually become the most feared and recognizable image of the Empire, with a mere Star Destroyer usually enough to bring treasonous systems in line through sheer threat of force. Due to their impressive armaments and imposing nature, nearly 25,000 Destroyers would be in operation at the height of the Empire's power.

The Imperial Navy would be occupied in subjugating remaining Separatist holdouts throughout the galaxy for at least five years following at Empire's rise along with cementing its political and territorial stability, allowing a sense of peace and prosperity to return to the Core Worlds. Four years after the Empire's rise, the Imperial-class Star Destroyer Perilous would be dispatched to quell the Free Ryloth movement over the Outer Rim world of Ryloth. However unbeknownst to the Imperials it would also be subject to an elaborate trap set by the rebels, in which it would be the first ISD to be destroyed to Moff Delian Mors knowledge. Nevertheless, the vessel would continue to be one of the most dreaded ships in the Imperial Fleet.

Five years into Imperial rule, the Imperial Navy began replacing its aging ARC-170 starfighters with the newer TIE Starfighter line, however Republic-era ships and equipment would still be utilized as the newer models were distributed. The Navy would also commission the Carrion Spike as Moff Tarkin's personal corvette, however a rebel cell led by former Republic Intelligence Captain Berch Teller would end up stealing the ship, causing a major political nightmare and military embarrassment for the Empire, with numerous star systems falling victim to the advanced ships weaponry and mechanical systems. The ship was ultimately destroyed after attacking a supply convoy carrying parts for the Empire's rumored Ultimate Weapon, which only later the galaxy would know as the Death Star. The cell along with its collaborators would be captured, interrogated and executed, while the Naval Intelligence Agency created during the rise of the Empire would be folded back under Imperial Intelligence following the discovery that one of its leaders and member of the Joint Chiefs was conspiring with the rebels in hopes of destroying them and thus receiving a promotion. Ultimately, the Empire had successfully dealt with a potentially hazardous situation, all while keeping details of its new superweapon a mere rumor.

Eight years after the formation of the Empire, the Imperial Navy would be engaged in the Gorse conflict which would see the Imperial-class Star Destroyer Ultimatum commanded by Rae Sloane deployed to the Gorse system. With the Empire interested in increasing efficiency in the system due to the rare abundance of Thorilide found within, with Thorilide being a vital part in the construction of turbolaser batteries and thus essential for the expansion of the Imperial Starfleet. A brief encounter with rebels would occur, after which the planet would be secured, and production would be transferred to Baron Lero Danthe. Also around this time, the Empire would begin to utilize Gozanti-class cruisers to transport materials, slaves and other vital resources.

A growing insurrection

Thirteen years into the Empire's reign, an insurgency would tie up Imperial resources over the backwater agricultural world of Lothal, in which a rebel cell would continually harass and destroy Imperial resources. With Sienar Fleet Systems engaged in the lucrative production of TIE fighters for the Empire, along with the production of the new TIE Advanced v1, precursor to the x1, numerous Imperial-class Star Destroyers would be sent into orbit in an effort to capture the rebel group, along with the eventual redeployment of Grand Moff Tarkin to deal with the terrorists a year later. After capturing the Jedi in charge of the cell, Tarkin's new flagship, the Sovereign, would escort the Jedi survivor to Mustafar, where a small rebel fleet would engage it and several other Star Destroyers, destroying the Sovereign in the process but not before Tarkin managed to escape. The destruction of the Sovereign would continue to be remembered years later by soldiers of the New Republic.

The brutal Siege of Lothal would eventually be ordered by Darth Vader, in which multiple TIE/LN starfighters would scour the planet in an effort to locate the rebels and strike fear into the local population. Eventually forcing the rebels to flee Lothal, while the Imperial Navy would be able to deal a heavy blow to the Phoenix Cell in a pitched space battle. Nonetheless, a growing rebel network would cause worry within the higher echelons of the Empire, and along with it inspiring a greater emphasis on dealing with the growing insurrection.

Fourteen years after the Empire's political formation, Imperial Interdictor vessels would still be undergoing tests in locations such as the Del Zennis system, with the unique Imperial Interdictor improving on the design flaws of its predecessors roughly a decade ago. As a result, specialized test zones would be erected to test the ships capabilities, while Imperial weapons technicians would wear a specialized gold-colored uniform variant denoting the uniqueness of the project.

Nineteen years after the founding of the Galactic Empire, the Death Star would be ready for usage after its lengthy construction, demonstrating its firepower on the populous world of Alderaan in an effort to persuade then captive Princess Leia Organa to reveal the presence of a rebel base for the recently formed Alliance to Restore the Republic, following capture aboard her CR90 corvette the Tantive IV over Tatooine by the Imperial-class Star Destroyer Devastator, which also served as Lord Vader's personal flagship. In an instant, the influential world was destroyed, however an unlikely band of rebels, along with an older Jedi Master Obi-Wan Kenobi managed to free the princess and escape to the Alliance's base on Yavin 4. Unbeknownst to the rebels, a homing beacon had been installed on their ship, the Corellian YT-1300 light freighter Millennium Falcon leading the Death Star to the planet. During the intense Battle of Yavin, Luke Skywalker managed to fire the shot that would ultimately destroy the Empire's dreaded battlestation.

The Galactic Civil War

Following the destruction of the first Death Star, the Empire immediately began construction on the newer and more powerful DS-2 Death Star, all while the Imperial Military reeled at the loss of such a sizable portion of its martial forces. With nearly all of the Joint Chiefs of the Empire located on the battlestation when it was destroyed, General Cassio Tagge was promoted to the newly created rank of Grand General, receiving command of nearly all Imperial Military resources, while junior officers were quickly promoted in order to fill in the positions of the newly deceased. Simultaneously, Admiral Kendal Ozzel would personally issue a communique ordering the fleet into battle readiness. The Imperial Military also underwent a mass reorganization, rescinding the classification of Imperial Navy and Imperial Army pilots and engaging in rushed and scrambled offenses often with low quality intelligence in an effort to keep the rebels off balance.

Mobilizing for a galactic war, the Imperial fleet also began occupying notorious spice worlds such as Kerev Doi in an attempt to cut off potential sources of income for the Rebel Alliance. In a rapid blow and taking advantage of the Imperial Navy's—and Empire's temporary vertiginous state, the Rebel Alliance managed to destroy Weapons Factory Alpha located in the Corellian Industrial Cluster on Cymoon 1, the largest weapons factory in the galaxy and essential for Imperial Military production. Bombing the Imperial shipyards at Kuat and a supply base at Imdaar, the Rebellion also launched a series of over a dozen attacks against Imperial forces scattered across the galaxy. As a result, the Empire would be forced to deal with the Hutt Cartel in order to procure the necessary resources to rebuild from such a military setback. Grand General Tagge also noted how increased pirate attacks against Imperial convoys was only natural considering the loss of such a symbol of Imperial power.

Nonetheless the Empire's resolve would only increase in its pursuit of the rebel fleet, in which an elaborate scheme was put in motion attempting to sway the genius Drusil Bephorin to their cause who could reputedly discover the fleet through advanced mathematics. After a daring rescue led by then-Lieutenant Luke Skywalker, Drusil managed to escape her captivity on Denon as well as multiple Star Destroyers in pursuit. Also successfully eluding numerous Immobilizer 418 cruisers attempting to draw them out of hyperspace, she and her family safely arrived on the ocean world of Omereth. With the rescue of Drusil to the Alliance's cause, the Empire would suffer a decisive defeat, all while giving the Rebellion an edge in its fight against the New Order.

In the three years before the Battle of Hoth, the Empire would send numerous Viper probe droids to scour the galaxy for any hint of the rebel fleet, and later the presumed rebel base of operations. After a lone probe managed to discover the rebels at Echo Base on the remote ice world of Hoth, the Empire would assault the system under the newly formed Death Squadron, lead by no other Darth Vader himself aboard his new flagship the Executor-class Star Dreadnought, Executor. Seeking to surprise the rebels, Admiral Kendal Ozzel entered the system near the planet, alerting the Alliance to their presence and thus allowing them to raise their defensive shields, forcing a ground-based assault to ensue rather than an orbital bombardment. Choked by Vader for his arrogance, he installed Captain Firmus Piett in command of the Executor, all while the massive Battle of Hoth would ensue on the planet's surface. With Death Squadron in orbit, escaping transports were shot down and destroyed, with Admiral Jhared Montferrat taking down the transport that carried the wife of young rebel Adon Fox. However, the planetary v-150 ion cannon managed to temporarily disable various Imperial-class Star Destroyers, allowing numerous rebel sympathizers to escape.

Seeking to end the rebellion once and for all, a mere year later Emperor Palpatine opted to leak just enough information to the Bothan spynet and thus the Rebel Alliance that a new, more powerful Death Star was in construction over the forest moon of Endor, and that he himself would be overseeing its final stages of construction personally. Tempted, the Rebel Alliance began massing its fleet in the Sullust system, in which the Emperor ordered the Imperial Navy to ignore, hoping for the rebels to commit all their forces to a doomed attack. In preparation, Imperial naval resources gathered for the encounter in the Hudalla system.

Later arriving in the Endor system, the rebel fleet was surrounded by the single largest gathering of Star Destroyers in Imperial history, as well as a fully armed and operational Death Star, contradictory to the information that had been given to them. The Emperor however, seeking to turn a captive Luke Skywalker to the Dark side of the Force decreed that only the fighters engage the rebel fleet in an effort to prolong the encounter and thus enrage Skywalker. Unfortunately for the Emperor, not only would Luke Skywalker refuse the offer and become a Jedi Knight in his own regard, but the rebel strike team sent to disable the Death Star's shield generator on Endor would succeed, allowing the rebels to enter the unfinished Death Star II and destroy its main reactor. With the death of the Emperor by the hands of his own apprentice, the Galactic Empire and thus the Imperial Military would be thrown into a state of disarray following the loss of their leadership. The Battle of Endor had ended a clear defeat for both the Empire and Imperial Navy.

Post-Endor Conflicts

Imperial fragmentation

\"Portions of our naval fleet have been hidden since not long after the destruction of our glorious battle station over the Endor moon. These fleets are not as large as the one we currently control here in the Vulpinus. Yet there are substantially just the same: hundreds of Star Destroyers, thousands of smaller craft.\"

- Fleet Admiral Gallius Rax

The Empire immediately entered a state of chaos after the death of its Galactic Emperor, with civil unrest across the galaxy and numerous individuals claiming to be be the rightful heir to the throne. Nonetheless, Imperial records would be in shambles for months in an attempt to confirm the deaths of personnel lost aboard the second Death Star, all while combating the new threat of the New Republic. Hearing of the Emperor's defeat at Endor, Governor Ubrik Adelhard would lock down the Anoat sector to all traffic, creating what would come to be known as the Iron Blockade. Subsequently numerous splinter fleets would separate from the Imperial Navy, while infighting and betrayal would spill blood in what the Imperial HoloNet would deem skirmishes and mutinies, all the while the full-scale galactic war that began following the Battle of Hoth would continue with increased ferocity. The Imperial Navy would also encounter fuel shortages, as Republic attacks forced Imperial vessels to flee, thus burning more fuel than what could be supplied.

After the death of the Emperor, Sentinel droids were sent to \"selected\" Imperial officers. These officers included Admiral Garrick Versio,[49] and Captain Lerr Duvat. They were ordered to begin Operation: Cinder, and emergency directive to tear apart the Empire. This could be done by experimental weather arrays.

In an effort to re-organize a fractured Empire, a secret Imperial gathering over the Outer Rim world of Akiva would commence in the months after the Battle of Endor, called the Imperial Future Council. Unfortunately, the meeting failed after the New Republic received word of the gathering and arrived en masse in the system, forcing a major space battle to ensue. The Republic had received information about the conference from a mysterious source known as the Operator, who was actually the Imperial Fleet Admiral Gallius Rax. Rax supplied information to the New Republic in order to eliminate his political rivals. Admiral Rae Sloane survived the battle and reunited with the Fleet Admiral in the Vulpinus Nebula.

The fragmentation of the Imperial war machine would also hamper Imperial Military production in the months after the Battle of Endor, creating a supply shortage of TIE/LN starfighters and forcing Star Destroyers to head out with less craft. Lack of trained personnel also harrowed the Imperial Navy, while the once mighty fleet was reduced to a single Super Star Destroyer, the Ravager. Following the events on Akiva, Rae Sloane became Grand Admiral and assumed leadership of Imperial forces in the Vulpinus Nebula; the largest of the Imperial remnant forces. In secret, Fleet Admiral Rax ruled the Imperial forces from behind the scenes. Sloane later discovered evidence that at least a quarter of the Empire's Star Destroyers and the Emperor's Super Star Destroyer Eclipse had mysteriously disappeared instead of being destroyed in battles with the New Republic as reported in the Imperial records.

During the inaugural meeting of the Shadow Council, Rax revealed that he secretly commanded substantial Imperial fleets consisting of hundreds of Star Destroyers and thousands of smaller craft in the Almagest, the Recluse's Nebula, the Queluhan Nebula, the Ro-Loo Triangle, and the Inamorata. Rax also used the Imperial-held foundry worlds of Zhadalene, Korrus, and Belladoon to produced war material including new TIE fighters for the Imperial war effort. Following the loss of Kashyyyk and the attack on the New Republic capital of Chandrila, Rax took power as Counselor to the Empire. To test the mettle of his new armada against the New Republic, Rax ordered the Imperial fleets to assemble on the planet Jakku.

Showdown on Jakku

\"I must be a stronger blade! A... a blade with which to slit the throats of the traitors that crawl on their bellies toward our door!\"

- Captain Groff, before his death during the Battle of Jakku

After the discovery of Imperial forces at Jakku, the New Republic dispatched forces to take on the Empire following a Galactic Senate vote. A year and four days after the Battle of Endor, the Galactic Empire would be engaged in a major land and space battle over the desert world of Jakku against the New Republic. While Rax went to prepare the next stage of the Emperor's posthumous Contingency plan (which involved blowing up the planet Jakku while he and a chosen elect fled into the Unknown Regions), Grand Moff Randd commanded the Imperial fleet from the Ravager.

During the battle, the Imperial Navy formed a tight, protective wall around the Super Star Destroyer Ravager. This blunted the New Republic assault. As the battle raged, Captain Groff of the Star Destroyer Punishment panicked and rammed his Star Destroyer into a New Republic ship. This allowed the New Republic Commodore Kyrsta Agate to find a gap and bombard the Ravager. The Super Star Destroyer quickly crippled Agate's Starhawk-class battleship Concord but Agate managed to trap the Ravager in her ship's tractor beam. The downing of the Ravager turned the tide of the battle in the New Republic's favor. The ship's commanding officer Randd abandoned his post and fled in an escape pod.

With the growing New Republic Defense Fleet needing ships to supplement its military forces, it also embarked on a campaign to board and capture Imperial vessels during the battle. Lieutenant Thane Kyrell led a New Republic boarding party which boarded the Imperial-class Star Destroyer Inflictor in an effort to capture its first Star Destroyer. The attempt ultimately failed when Captain Ciena Ree crashed it onto the planet's surface below. Meanwhile, Grand Admiral Sloane joined forces with her New Republic opponents Norra Wexley and Brentin Lore Wexley to stop Counselor Rax from detonating Jakku and destroying the Imperial and New Republic forces.

Amidst the loss of the Ravager and the death of Gallius Rax, Grand Vizier Mas Amedda signed the Galactic Concordance with the New Republic; formally ending the Galactic Civil War and facilitating the Empire's surrender to the Republic. Per the terms of the Empire's surrender, the Imperial government was dissolved and all surviving Imperial military officers were designated as war criminals. Despite the Empire's surrender, several Imperial captains continued fighting at Jakku. Some crashed their ships onto the surface and tried to drag their enemies with them. Other Imperial captains fled with their warships into the Unknown Regions, using secret coordinates that had been supplied as part of the Contingency. Meanwhile, Grand Admiral Sloane, the highest ranking officer in the Imperial Navy, along with Brendol Hux, his son Armitage Hux, and several child soldiers rendezvoused in the Unknown Regions with the Emperor's command ship Eclipse, which had been sent into the frontier in advance as part of the Contingency.

Defeat and rebirth

\"You will be avenged—when the Empire rises again.\"

- Nash Windrider

The Battle of Jakku was a catastrophic defeat for the Empire which turned the tide of the war decisively in the New Republic's favor. With few Star Destroyers left, the severely depleted Imperial fleet was confined to pre-determined regions within the Core Worlds and the Inner Rim. With talk that the Empire would be forced to engage in diplomatic talks with the New Republic in the month following the Battle of Jakku, many believed its collapse and ultimate surrender was imminent. Unbeknownst to the rebels, Imperial forces under Grand Moff Randd and Commander Nash Windrider had secretly used the time to amass its ships in the Queluhan Nebula, which masked it from enemy sensors in an endeavor to assault the Republic once again. With a clear chain of command reestablished and the factionalism that had previously divided the Empire swept away—along with weapons upgrades to its TIE/LN starfighters, the Imperial Navy stood ready to strike again.

Ultimately, the remnants of the Empire were defeated by the New Republic. Under the terms of the Galactic Concordance, the former Empire was forced to disarm its military forces and to pay punishing war reparations. A group of Imperial hardliners as per the Contingency relocated to the Unknown Regions where they remained for the next three decades. During that time, they re-consolidated themselves as the First Order, a military junta that admired the New Order and sought to \"restore it\" to the Galaxy. In 28 ABY, an individual at a cantina on Pamarthe stated that they thought the Imperial fleet still existed and would strike again.

In 21 ABY, the First Order embarked on an expansion of the old Imperial fleet, which had reinvented itself as the First Order Navy. To fund this rearmament program, the First Order channeled considerable funds into sympathetic Centrist senators in the New Republic like Lady Carise Sindian. Lady Carise used these funds to arm and train the Amaxine warriors, a paramilitary group led by Imperial loyalists including Arliz Hadrassian. To hide these funds, the First Order and their Centrist collaborators bankrolled the Nikto crime lord Rinnrivin Di's cartel. The profits from Rinnrivin's cartel were channeled back to shadow corporations in the Outer Rim run by Centrists, who transferred the funds back to the First Order. Despite an investigation launched by Senators Leia Organa and Ransolm Casterfo which neutralized Rinnrivin and the Amaxines, the First Order Navy succeeded in rebuilding its fleet by the time of the Cold war.

Organization

Administration

The Imperial Navy was commanded by Galactic Emperor Palpatine and the Joint Chiefs of the Empire, while admirals and captains assumed responsibility for their respective craft and would be informed of any long-term plans. The Admiralty was the overall leading unit of the navy and included Imperial Navy High Command. Naval Command and Control and the Naval chiefs also oversaw the tactical strategy of the Navy, and reassigned ships to trouble spots and plotted long-term strategy under the oversight of both the Emperor and Joint Chiefs. The Imperial Starfighter Corps also aided in overall naval operations, and disliked the Admiralty's push towards Kuat Drive Yards near monopoly on capital ship production due to a belief that TIE/LN fighters were purposely weakened to ensure continued production and purchases from the company would continue.

Similar to the Army, the Imperial Navy contained multiple branches responsible for various aspects of naval warfare, of which the most important and well known was Fleet Command. Fleet Command controlled the Imperial Navy's sub-capital and capital ships, and the lowest recruits to the Admiral of the Fleet fell under its auspices.

It was highly unusual for officers to receive captaincy of a Star Destroyer until middle age, while being assigned captaincy of smaller craft was considered to be ignominious. It was common practice for the Imperial Starfleet to often amass ships in an attempt to intimidate various worlds, officers sometimes gathered their respective ships in an attempt to display their power and impress superiors, with the more ships and men under ones command the more important that person was considered. With the Emperor commanding the most ships and men, he was easily considered the most important. The Navy also worked in conjunction with the Imperial Security Bureau, who installed an internal affairs officer aboard every Imperial-class Star Destroyer and Executor-class Star Dreadnought, while the Naval Intelligence Agency and its oversight by Imperial Intelligence provided vital information for the armada.

Order of Battle

In order to patrol the vast expanses of Imperial space, the Empire would split up varying amounts of naval forces into fleets, commanded by an admiral, a Fleet Admiral, or a Grand Admiral. Sector fleets controlled specific sectors of the galaxy, such as the Lothal sector fleet and the Anoat sector fleet. However, other fleets were mobile, being sent to conflicts where they were needed. These types of fleet included the Third Fleet, Seventh Fleet, Eleventh Fleet, and Death Squadron.

These fleets typically contained half a dozen Star Destroyers as their backbone, and were augmented by various carriers, starfighters, transports, gunboats and other support craft. Specific composition and size of a fleet varied dramatically on the fleet's mission and the political power of its commander.

Task forces were units of ships smaller than fleets that were usually under the command of an commodore or admiral whose flagship was an Imperial-class Star Destroyer. Notable task forces included the 96th, the 103rd, the 125th, the 231st and Carlou Gendling's task force.

By the height of the Galactic Empire, approximately 25,000 Imperial-class Star Destroyers would have been in use, while 20% of the Empire's starfighter fleet would be made up of the TIE/IN interceptor and other newer models in direct response to the Alliance's faster vessels such as the RZ-1 A-wing interceptor coming into production.

Personnel

\"Ships, like men, must be used until they break.\"

- Governor Everi Chalis

Specializations

While the Imperial Navy was known mostly for its imposing dagger-shaped ships, Imperial manpower was also vital for the utilization of those craft. Dividing its personnel into the classification of either officer or enlisted, officers often received extra pay and visitation rights to their families more than once every five years for those from the Core Worlds, who often limited their communication to and from their families to demonstrate their commitment to the cause. Officers were encouraged to drink a nutritive slurry instead of regular food in order to conserve resources, however senior officers could gorge themselves without appearing feeble, and commissaries on various Imperial stations often served exotic foods, albeit for a stiff price. All officers and stormtroopers were required to have an innate combat readiness, and were expected to pass repeated certifications in various forms of self defense, weapon and vehicle handling, however at higher ranks these requirements lessened somewhat. Gambling was expressly forbidden within the military, with harsh punishments for those engaging in the activity. Those that shirked from duty could be reported for cowardice.

The enlisted ranks comprised the bulk of Imperial manpower, often filling in vital roles in maintaining, operating and providing assistance to the Imperial fleet with positions such as Imperial Navy Troopers (including their Death Star counterparts), flight commanders, duty officers and technicians. While only ten percent of TIE pilots graduated from the Imperial pilot training program, all pilots were still expected to be able to maintain and repair all single- and dual-pilot craft, and would often fly low over areas that needed to be reminded of the Empire's strength.

Crewmen often worked in sunken data pits—which denoted command hierarchy—located on the bridges of capital ships, and oversaw all data and intelligence transfer throughout the entire vessel, and could provide auxiliary navigational assistance to other craft in the system. While not all Imperial facilities utilized sunken data pits, Wilhuff Tarkin preferred their design and had them installed at the prefabricated Imperial facility known as Sentinel Base. Imperial weapons technicians operated the turbolaser batteries on various Imperial craft, while their elite gunners manned the Death Star's superlaser.

Handling logistical operations on Imperial Navy vessels were fleet logistics liaisons from the logistics corps.

There existed a form of rivalry between the Navy and the Imperial Army, with some naval officers having accused their colleagues of being pompous, unimaginative and arrogant. A rivalry also existed between Imperial Army and Imperial Navy pilots due to the latter often receiving better public recognition through the HoloNet News.

The Imperial MSE-6 series repair droid was utilized in most Imperial vessels to clean the floors.

Training

\"You, too, can be part of the Imperial family. Don't just dream about applying for the Academy, make it come true! You can find a career in space: Exploration, Starfleet, or Merchant Service. Choose from navigation, engineering, space medicine, contact/liaison, and more! If you have the right stuff to take on the universe, and standardized examination scores that meet the requirements, dispatch your application to the Academy Screening Office, care of the Commandant, and join the ranks of the proud!\"

- Advertisement promoting the Imperial Academy

With many attracted to the Imperial Navy by promises of decent pay and access to some of the most advanced ships in the galaxy, prospective Imperial cadets could attend a preparatory school on respective worlds such as at the Academy for Young Imperials on Lothal, and from there would be sorted into advanced Imperial academies for further training. Not all candidates continued on with their training however, with some returning to their previous lives or failing to meet requirements. Most slots in the Inner Rim were reserved for citizens of former Separatist worlds in an effort to increase their loyalty.

After completion of their preparatory school, trainees would then be sorted alphabetically into their future academy, such as at the Arkanis Academy, with the most prestigious being the Royal Imperial Academy on Coruscant. Imperial officer training was noted to be vigorous, with frequent inspections and topics such as Core Worlds Classical Culture, Security Protocols and Interrogation Techniques, Large Vessel Design, Amphibious Battle Tactics and Large Vessel Design, along with training in numerous flight simulators. Imperial TIE pilots were trained that aiding fellow fliers was low priority unless no other task was assigned. Additionally, recruits could participate in athletic activities and compete professionally in Naval Corps Boxing, all for the chance of winning the belt. Cadets were ultimately separated into various tracks such as the command track or elite flight, while at the Royal Academy top cadets could attend a reception and ball at the Imperial Palace along with hundreds of senior military and government officials.

Upon graduation, trainees were commissioned as lieutenants, while they were also allowed a postgraduate visit back to their homeworlds. Further into their military careers, it was frowned upon to take recreational time off, while the vast majority of Imperial officers remained in service until they hit the mandatory retirement age or died. The Medal of Honor was one of the highest forms of Imperial commendation, lower only to the prestigious Distinguished Medal of Imperial Honor, given only for the greatest acts of sacrifice.

Ranks

Rank was determined by wearing a color-coded rank insignia plaque which utilized red, blue and yellow squares. An admiral was identified by twelve multicolored squares, six red over six blue; however, black-uniformed officers were identified with six colored squares side by side for the rank of admiral, four red and two yellow along with red-tipped code cylinders, unlike the blue tipped variant used by other officers. A captain was identified by six squares of three red over three blue. The prestigious title of Grand Moff was identified with twelve squares, six blue over three red and three yellow. While most high-ranking officers wore olive-green drab and lower ranking noncoms wore black uniforms, some officers could rise up the ranks and keep their black uniform variant.

The ranks of the Imperial Navy, arranged from lowest to highest, were: Ensign, Lieutenant (subdivided into Junior and Senior Lieutenant), Captain, Lieutenant Commander, Commander, Commodore, Rear Admiral, Vice Admiral, Admiral, Fleet Admiral, Grand Admiral, and Admiral of the Fleet. The Chief of the Imperial Navy was a single individual who served on the Joint Chiefs and advised the Supreme Commander of the overall Imperial Military.

A Flag Captain referred to a high-ranking individual who captained the flagship of an admiral. A Flag officer referred to a senior officer above the rank of commander.

It typically took ten to fifteen years to transition from ensign fresh from the academy to captain. Usually, a captain waited at least six more years before becoming commander. However, the High Command could speed up the process, especially for political reasons.

Equipment

Imperial uniforms varied depending on the specialization of the individual, ranging from protective armor to pressed jackets. Those of higher rank often wore the distinctive olive-green double-breasted tunic along with boots, trousers and a command cap displaying an officer's disk designed by Tarkin himself following the rise of the New Order. It saw wide service in both the Imperial Navy and Army, however a black variant was utilized by noncoms and stormtrooper officers.

Imperial weapons technicians wore distinctive clamshell helmets and partial body armor, while TIE pilots wore encased full body armor with helmets similar to those worn by stormtroopers, along with with flexible gas transfer tubes in the front of their helmets along with other modifications for operating in the vacuum of space.

Starships of the Imperial Navy

Capital ships

\"We will apprehend them, my lord. Even if that requires repositioning half the capital ships in the fleet.\"

- Vice Admiral Dodd Rancit, to Emperor Palpatine

During its reign of the galaxy, the Imperial Navy used a plethora of capital ships as flagships and command ships. Several varieties of Star Destroyer were used, including the common Imperial-class Star Destroyers which consisted of both Imperial I- and Imperial II-class Star Destroyers, as well as the Interdictor-class Star Destroyer, the qaz-class Star Destroyer, the Secutor-class Star Destroyer, the Tector-class Star Destroyer, the Venator-class Star Destroyer, the Victory-class Star Destroyer, the Gladiator-class Star Destroyer, and the Onager-class Star Destroyer.

Although a rarer sight than a Star Destroyer, dreadnoughts were even more formidable ships. Thirteen Super Star Destroyers were in Imperial service prior to the Battle of Endor, including several Executor-class Star Dreadnoughts which consisted of the Executor I-class Star Dreadnought and the Executor II-class Star Dreadnought. The Assertor-class Command Dreadnought, acted as a sector command ship, and a heavy weapons platform. The Asteroid Dreadnought was rumoured to be in the Navy's possession.

Smaller craft

Along with its massive capital ships, the Imperial Navy also employed smaller vessels for support or other purposes not fit for a Star Destroyer. These included cruisers, such as attack cruisers, bulk cruisers, battlecruisers, Detainer CC-2200s, Gozanti-class cruisers, IGV-55 surveillance vessels, Immobilizer 418 cruisers, Cantwell-class Arrestor Cruisers, Carrack-class light cruisers, and both Arquitens-class command cruisers and light cruisers. A modified variant of the Arquitens-class command cruiser was the prison-tug, which served as a cruiser and tug for wreckage-prisons. A tractor tug was a model of tug utilized by the Empire.

Carriers were also widely used. Notable Imperial carrier ships included the Gozanti-class Assault Carrier, the Imperial escort carrier, and Quasar Fire-class cruiser-carrier which consisted of both the Quasar Fire I-class and the Quasar Fire II-class cruiser-carrier.

Corvettes such as the CR90 corvette and the Raider II-class corvette were also utilized.

Notable frigates used included CC-7700 frigates, EF76 Nebulon-B escort frigates and Razor-class frigates.

Other vessels in this category included the Imperial Support Vessel.

Freighters and cargo transports

To move large amounts of materials across the galaxy, the Imperial Navy used freighters and similar vessels. Common freighters and barges included the class four container transport, the Eta-class supply barge and the Imperial heavy freighter.

Troop and vehicle transports

Small craft dedicated to deploying troops and ground vehicles were known as dropships. Known dropships included the Theta-class barge, the Y-45 armored transport hauler and the Y-85 Titan dropship.

The type of transport called the Imperial Dropship Transport also performed this role, as did smaller gunships like the Low Altitude Assault Transport/infantry and the LAAT/le gunship.

Shuttles

Used to ferry around Imperial personnel, common shuttles included the Lambda-class T-4a shuttle and Delta-class T-3c shuttles of the Abecederian line, as well as Sentinel-class landing crafts, Theta-class T-2c shuttles, Zeta-class cargo shuttles and Zeta-class shuttles. The TIE/sh shuttles and TIE Boarding Crafts from the TIE line were also used as shuttles.

Starfighters

Belonging to the Imperial Navy's own Imperial Starfighter Corps, notable starfighters included the Alpha-3 Nimbus-class V-wing starfighters, Aggressive ReConnaissance-170 starfighters and Eta-2 Actis-class light interceptors. These were, however, later replaced with new TIE line starfighters, such as the TIE/D Defender (and its elite variant), the TIE/IN interceptor, the common TIE/ln space superiority starfighter, the TIE/rb heavy starfighter, the TIE/sa bomber, the TIE/sk x1 experimental air superiority fighter, the TIE/rp Reaper attack lander, the TIE Advanced v1, the TIE Advanced x1, the TIE/ag \"Aggressor\" Starfighter, the TIE/ca \"Punisher\" Starfighter, and the TIE lander. The TIE/ph \"Phantom\" Multi-Role Stealth Starfighter, was equipped with a cloaking device. Outside the TIE line was the prestigious VT-49 Decimator.

Space stations

Imperial construction modules, were used as staging areas, and for construction. The first and second Death Stars were battle stations within the Imperial fleet. The Wrath was a space station that orbited the planet Ponemah Terminal. The Torpedo Sphere that was rumored to be in the Empire's possession was classified as a space station and siege platform. The Shield Gate, orbiting Scarif, protected the Imperial security complex. Hivebase-1 was a top-secret space station used by the Tarkin Initiative as an archive station, it was one of the largest archives ever built. The supertanker fuel depots were mobile space stations designed by the Empire. For planetary defense included the FireStar II-class Orbital Defense Platforms, and the Golan I Space Defense Platforms, these include its other variants. Harbor-class Mobile Space Docks acted as mobile repair yards for Imperial fleets and battlegroups. Mk IX Orbital Maintenance Depots, were massive shipyards that could provide service to dreadnoughts.

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

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\"General, You are our last hope against the Huk in this war. May the spirits of our ancestors watch over you and your troops.\"

- Kaleesh Holy Man, blessing Grievous and the Izvoshra before the attack on Oben

Leaders
  • Qymaen jai Sheelal
  • Bentilais san Sk'ar
Location(s)Kalee
Formed fromBefore 42 BBY

The Kolkpravis were a large united band of Kaleesh tribal warriors from the eastern hemisphere of the planet Kalee. From their ranks arose an elite group of warriors known as the Izvoshra, which included figures such as Qymaen jai Sheelal and Bentilais san Sk'ar.

Early history and the Kaleesh–Bitthævrian War

The kolkpravis came around after extraplanetary threats arose against Kalee, the founding of the kolkpravis also were fueled by ancient hatreds. The early conflicts of the kolkpravis were mainly against Thalassian slavers and Ore Radiers.

Soon from the Kadok Regions the Bitthævrian expansion around 65 BBY alarmed the Galactic Republic and through a failed coup the Republic used the kolkpravis to fuel their own needs by using them as an Insurgent force to use against the Bitthævrian, which led to the Kaleesh–Bitthævrian War. The kolkpravis used Czerka outland rifles as their major weaponry, and some were fixed with bayonets. The Jedi Order also played a part in the Kaleesh–Bitthævrian War, the kolkpravis received help from the two Jedi Qui-Gon Jinn and Count Dooku. The bitter conflict between the Kaleesh and Bitthævrian lasted 5 years, resulting in a joint Kaleesh-Jedi victory, which defeated the Bitthævrian and nearly destroyed the m'Yalfor'ac Order. Little did the kolkpravis know they were used by the Republic as their puppets.

Huk War

Sometime after the Kaleesh–Bitthævrian War, the kolkpravis faced a new, more imminent threat, the Yam'rii or Huk in the Kaleesh. The Huk invaded the Kalee in search for a new colony world, the defends of Kalee found themselves lead by Qymaen jai Sheelal and his soul mate Ronderu lij Kummar. Qymaen soon organized the Kolkpravis into what would become their military organization, appointing eight Izvoshra or elites. Izvoshra members were responsible for protecting Qymaen and carrying out his will. After driving the Huk from Kalee Qymaen and his kolkpavis mercilessly chased the Huk back to their homeworld and slaughtered civilian and soldier alike.

The Huk called for the Galactic Republic to intervene and they did, the Republic sent the Jedi to bring an abrupt end to the war, and at the end of the war the Republic placed heavy sanctions on the Kaleesh people. The kolkpravis found themselves defeated and broken, their crusade had been ruined, and with the economic sanctions the world in which they lived on, was soon ruined. The khagan of the Kolkpravis, Qymaen took the name Grievous to mourn the loss of his soulmate, Ronderu lij Kummar who was lost in battle against the Huk.

After the Huk War and the Imperial Era

With Kalee in ruin and his soulmate dead Grievous took to trying to alleviate the economic problems on Kalee, having sought work with the InterGalactic Banking Clan as a \"collections agent\" and not a thug. He returned to his homeworld once word reached his ears that the Huk had desecrated an ancient burial site on the world of Oben. Since the InterGalactic Banking Clan was going to lose a valuable employee, they decided to destroy the shuttle carrying Grievous and his eight Izvoshra. Only one Izvoshra survived, Bentilais san Sk'ar and Grievous himself was gravely injured.

After the death of the seven Izvoshra and the disappearance of Grievous, Bentilais san Sk'ar rallied the kolkpravis and moved to strike the Huk on the world of Oben, massacring the Huk on Oben. Sk'ar moved his people to the same world, which was much resource-richer than Kalee.

During the Imperial Era, Imperial Navy Captain Thrawn sought to conquer the Fringe territories. He set Oben ablaze and soon Sk'ar left the Kolkpravis and went to serve the Galactic Empire under Emperor Palpatine.

After the disappearance of Sk'ar a female Kaleesh came to lead the Kolkpravis, some think she was a second reincarnation of Ronderu lij Kummar. The remaining kolkpravis sought to defend what remains of their once proud civilization.

Organization and Philosophy

The organization of the kolkpravis was naturally tribal, as well as the names. The beginning rank of the kolkpravis was a warrior, who made up a kamen. Kamen was lead by a blackarm. Roughly 100 kamen made up a horde, which was lead by a tarkhan. Around 100 to 200 hordes made up a brigade which was lead by baatars.

From several brigades came a khanate' which was lead by one of the eight khans of the Izvoshra. The Supreme Commander of the kolkpravis was the khagan, a title held first by Qymaen jai Sheelal.

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The Khan adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.

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The Kolkpravis Warrior makes two meelee or ranged attacks with its Shoni Spear.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 5 (1d8+1) kinetic damage.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 4 (1d6+1) kinetic damage

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Ranged Weapon Attack +4, Range 20/60 ft., One target. Hit : 5 (1d6+2) kinetic damage

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Until the end of the turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.

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\"He's more machine now than man, twisted and evil.\"

- Obi-Wan Kenobi describes Darth Vader's cybernetics

HomeworldKalee
Species

Kaleesh

Cybernetics

Completely cybernetic except for brain, some vital organs, and parts of his head

A cyborg was any living, organic being, sentient or not, whose body was enhanced with machine parts. Cybernetic augmentation was an invasive process that changed a being's brain functions and physiology in significant ways, so much so that it was usually irreversible.

Cybernetic technology could be used to help repair a body or sustain a life to varying degrees. Luke Skywalker received a cybernetic hand after losing his original hand in a lightsaber duel, while almost the entirety of General Grievous' body was replaced by cybernetic limbs and other body parts. After falling to the dark side and becoming Darth Vader, Anakin Skywalker was severely burned on Mustafar, requiring him to live in a cybernetic suit of armor for the rest of his life. In addition, all of his limbs were amputated and required mechanical replacements. The Zero Angle cantina had a cyborg bartender, Florn. Guavian security soldiers were cybernetically enhanced humans that served as the enforcers of the Guavian Death Gang.

C-3PO often introduced himself using the phrase \"I am C-3PO, human-cyborg relations,\" though the term was technically a misnomer, as droids were not cyborgs.

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Cyborg Khagan has multiple pools of hit points, each of which is tracked separately. Damage and healing only applies to the currently active hit point pool. When a pool is depleted of all hit points, it becomes inactive. Only one pool can be active at any time. If a hit point pool is depleted, the Cyborg Khagan immediately saves against all ongoing conditions and effects. Any abilities which can reset do so. If all pools of hit points are inactive, Cyborg Khagan is killed. If Cyborg Khagan takes a long rest, it fully heals the currently active pool and fully heals one depleted pool.

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Cyborg Khagan rolls initiative with advantage. Cyborg Khagan starts with a number of villainous actions equal to one less than it's villainous multiplier. If a hit point pool is depleted, Cyborg Khagan also loses one villainous action. Cyborg Khagan may use a villainous action after any other creature takes a turn. If Cyborg Khagan does so, it regains its reaction. A villainous action is a complete turn. They have an action, bonus action and may move up to their full speed. The villainous actions refresh at the start of Cyborg Khagan's turn and any remaining actions from the previous turn are lost.

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Cyborg Khagan has advantage on saving throws against force powers cast by enemies within 5 feet. When an enemy within 5 feet casts a force power, Cyborg Khagan can make a melee attack against that character as a reaction. When Cyborg Khagan damages an enemy character, they have disadvantage on Concentration saves to maintain their Force powers.

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On Cyborg Khagan's turn, he may choose to go into a Rage as a bonus action. While in a rage, his attacks deal +3 damage, he has Advantage on strength-based skill checks and saving throws, and he has resistance to kinetic and energy damage. As part of the bonus action to go into a Rage, he can make a Lightsaber or unarmed attack. While in a Rage, all attacks against him have Advantage. The Rage lasts for 1 minute, or until Cyborg Khagan ends his rage as a Bonus action, or until Cyborg Khagan falls unconscious or loses all hitpoints in his current health pool.

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Cyborg Khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

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While Cyborg Khagan has only one health pool remaining, he has Advantage on Stealth and Acrobatics checks, and he can take the Dash or Disengage actions as a Bonus action.

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When Cyborg Khagan is attacked and hit by an adjacent character while he is holding one or more Lightsabers, he may use his reaction to reduce the damage taken by 1d10+15. If the damage is reduced to 0, he may use this reaction to make a Lightsaber attack against the attacker.

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On each of his turns, Cyborg Khagan can use one of Crush Them!, Frightful Presence, or Whirling Advance and then make one Unarmed Slam, Lightsaber, or Blaster attack; or he may make two attacks.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"ODY3NjgxZWEyZjZj","flags":{},"name":"Unarmed Slam","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/201_-_Cyborg_Khagan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 8 (1d6+5) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+5","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"NTcwZDVhNjUxYTky","flags":{},"name":"Heavy Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/201_-_Cyborg_Khagan/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":40,"long":160,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+3","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"ZDVkNWMzNGYzMjdm","flags":{},"name":"Crush Them!","type":"feat","img":"systems/sw5e/packs/Icons/monsters/201_-_Cyborg_Khagan/avatar.webp","data":{"description":{"value":"

.

Choose an ally within 30'. That ally can use their reaction to make an attack. If that attack hits, it deals an additional 1d8 damage.

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.

Choose any number of characters within 80'. Each of those characters who fails a Wisdom saving throw (DC 14) becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyborg Khagan's Frightful Presence for the next 24 hours.

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.

Whirling his blades, Cyborg Khagan advances with a shield of sparks and light. Choose a creature within 30 feet to make a DC 19 Dexterity saving throw. On a fail, the target is pushed 10 feet, Cyborg Khagan moves into their current square ignoring opportunity attacks, and he has advantage on his next attack against them this combat. On a success, Cyborg Khagan moves into a square adjacent to the target and opportunity attacks against Cyborg Khagan have disadvantage during that move.

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\"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered.\"

- Halka Four-Den speaks about a scrange on Dagobah

DesignationNon-sentient
ClassificationReptilian
Average length8 meters
Distinctions

Spiked tail

Homeworld
Dagobah

The scrange was a large tusk-tailed reptile that lived in the muddy swamps of Dagobah.

Description

The scrange was the apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

Scranges somehow found their way to several worlds. During the Clone Wars Battle of Brentaal IV, a scrange attacked Jedi Master Shaak Ti and her crew of Quinlan Vos, Lyshaa, Ryyk, Sagoro Autem, and a clone trooper. The predator was able to kill Ryyk, but was killed by Ti when she pierced its head with her lightsaber.

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In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.

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The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

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The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

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.

The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

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Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 22 (3d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":50000},{"_id":"MmYwMDZlY2JjYWMy","flags":{},"name":"Tail","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/114_-_Scrange/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +9, Reach 10 ft., One target. Hit : 28 (4d10+6) kinetic damage.

The target must succeed on a DC 16 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000}]} -{"_id":"9OeZuKeGPlIvDfAF","name":"**Inquisitor, Grand","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":21,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":143,"min":0,"max":143,"temp":0,"tempmax":0,"formula":"22d8+44"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":143,"min":0,"max":143},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

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The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzYzMjAzMjFlZWQ0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODY3M2U2ZTJkNGJj","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDZkM2ZjMTE0MTg1","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YjEwMzJmYzhhNWE0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The inquisitor makes three spinning doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ODc1NjBlYmUzN2Rm","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YzM4YTI5MjI5MGYy","flags":{},"name":"Dark Lightning","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} +{"_id":"9OeZuKeGPlIvDfAF","name":"**Inquisitor, Grand","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":20,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":1,"min":3,"mod":3,"save":8,"prof":5,"saveBonus":0,"checkBonus":0},"cha":{"value":21,"proficient":1,"min":3,"mod":5,"save":10,"prof":5,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"heavy combat suit"},"hp":{"value":143,"min":0,"max":143,"temp":0,"tempmax":0,"formula":"22d8+44"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":41,"min":0,"max":41,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":143,"min":0,"max":143},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

\"The Inquisitorius. A project of mine, long planned. Slaves to the light side once, now awake. Hunters, one and all.\"

\"What do they hunt?\"

\"Why, Jedi, of course.\"

- Darth Sidious and Darth Vader

Organization typeJedi hunters
Founder(s)Darth Sidious
Leader(s)
  • Darth Vader
  • Grand Inquisitor
Sub-group(s)Purge Trooper
Headquarters
  • Inquisitorius Headquarters, Coruscant
  • Fortress Inquisitorius, Nur
Location(s)Spire, Stygeon Prime
Formed fromJedi Order
Date foundedBy 18 BBY
Date dissolved
Within three years of the Mission to Malachor
Affiliation
  • Galactic Empire
  • Sith Order

The Inquisitorius, also known as the Inquisitorius Program, the Order of Inquisitors, and the Imperial Inquisition, was an organization of mysterious, Force-sensitive dark side agents who served the Sith-ruled Galactic Empire. Members of the Inquisitorius were called Imperial Inquisitors, or simply Inquisitors, and were also nicknamed Red Blades. They were tasked with hunting down the remaining Jedi who had survived Order 66 at the end of the Clone Wars as part of the Great Jedi Purge, retrieving any children identified as Force-sensitive, as well as other political dissidents. The Inquisitors were governed by the Sith Lord Darth Vader, who was the apprentice to the Galactic Emperor, Sheev Palpatine, and led by an individual known only by his title, the Grand Inquisitor.

In the years leading up to the Galactic Civil War, the Inquisitors came into conflict with several Jedi and groups affiliated with surviving or former Jedi as part of the purge. One of these groups were the Spectres, a rebel cell that included the Jedi Purge survivor Kanan Jarrus and his Padawan, Ezra Bridger. Their pursuit of the Spectres also brought them into contact with another Jedi Purge survivor, the former Jedi Ahsoka Tano, as well as the former Sith Lord Maul, who sought revenge against the Sith for casting him out and killing his brother and mother. With the Empire believing the Jedi Order to be largely extinct, the Inquisitorius vanished by the time of the Galactic Civil War.

History

Serving the Sith

When the Clone Wars ended, Supreme Chancellor Sheev Palpatine, who was secretly the Dark Lord of the Sith Darth Sidious, formed the Galactic Empire and declared the Jedi Order its enemy. Using Jedi Master Mace Windu's attempt to have him arrested as justification, the new Emperor activated Order 66, which had been hardwired into every single one of the Republic's clone troopers by the Sith prior to the war, and instructed them to kill the Jedi. The majority of the Jedi were killed by the clones but several managed to escape, especially after Jedi Master Obi-Wan Kenobi sent out a distress signal from the Jedi Temple, warning the survivors off. As such, several Jedi had survived the initial purge and gone into hiding. Fearing the threat the surviving Jedi posed to his rule, Emperor Palpatine created the Inquisitors to track down and corrupt or eliminate the last remaining Jedi.

The Inquisitors were all former Jedi that had fallen to the dark side in some way or another, with the Grand Inquisitor having served as a Jedi Temple Guard, the Ninth Sister being former Jedi Masana Tide, the Tenth Brother being the former Jedi Master Prosset Dibs and the Second Sister being the former Jedi Padawan Trilla Suduri. The Emperor's apprentice Darth Vader soon discovered the program and was put in charge of them by his Sith Master. Vader trained the Inquisitors in the ways of the dark side of the Force. As part of their training, a number of Inquisitors had parts of their body severed by Vader's lightsaber so that they would not forget the lesson of loss. After Vader cut off Sixth Brother's left lower arm, the Grand Inquisitor began questioning Vader's training techniques. Vader claimed that he was intending to have the Inquisitors to abandon their tendency to fight defensively as former Jedi and adopt more offensive moves.

Hunting the Jedi

Following the formation of the Empire, the Grand Inquisitor worked with Darth Vader on locating the Jedi Order's Chief Librarian, Jocasta Nu. During his research in the Archives, the Grand Inquisitor was confronted by Nu after he openly insulted the knowledge he was reading. At first the Grand Inquisitor planned to kill Nu but when he defeated her in combat, he was prevented from killing her by Lord Vader. As Vader and the Grand Inquisitor argued, Nu was able to make her escape. However, Vader was able to pursue Nu and killed her himself without the Grand Inquisitor's help.

Sometime later, the Ninth Sister accompanied Vader to investigate reports of a possible Jedi in a cantina on Cabarria. The reports turned out to be false and Vader was attacked by three bounty hunters. The Ninth Sister refused to help Vader and when he overpowered the bounty hunters, they retreated and stole the Ninth Sister's speeder at gunpoint. Vader chased and captured them, questioning them of who they were hired by. Vader found out that the culprit had come from the top of the Imperial ranks and the Ninth Sister flew him back to Coruscant. However, when arriving at Coruscant their communications were deliberately jammed, stopping the Ninth Sister from sending their clearance codes. This caused the Coruscant defenses to attack them and Vader pushed the Ninth Sister off the pilot chair to take control of the ship. They subsequently crashed onto Coruscant and Vader left the Ninth Sister with the ship.

Mission to Mon Cala

\"As the Inquisitors were once Jedi themselves, and the clones were built to kill Jedi, well…you see the result.\"

- Ferren Barr, on the Inquisitors and their Purge Troopers

About one year after the rise of the Empire, Palpatine suspected a Jedi of influencing the deteriorating negotiations on Mon Cala. He sent Vader and three Inquisitors to investigate this, accompanied by a squad of elite clone Purge Troopers. Upon their arrival, the Imperial Ambassador Telvar was assassinated and his superior, Moff Tarkin, sent down his forces to invade Mon Cala. Vader and the Inquisitors Sixth Brother, Ninth Sister and Tenth Brother fought at Dac City and captured the king, Lee-Char. The Ninth Sister interrogated Lee-Char for the location of the Jedi but they were soon swept away by large waves generated by some of Mon Cala's large creatures.

The three Inquisitors survived the cataclysm and picked up Vader on an Imperial submarine. The Ninth Sister revealed to Vader that she had obtained the location of the Jedi and they made for the place. Upon arriving there, they were met by the Jedi and his six disciples. The group scattered, except for one that shot at the submarine until Vader crushed his helmet. As they chased the rest of them, another sacrificed himself to slow them down. Vader and the Inquisitors soon reached Bel City and made chase for the remaining of the group. Vader received a request from Moff Tarkin to capture Lee-Char and end the war on Mon Cala. Vader agreed and left the Inquisitors and their squad of clones to find the Jedi.

The Inquisitors soon found the Jedi and his last two disciples. The Sixth Brother cut down one of the disciples and they surrounded the other two. The Jedi then stepped forward and faced them, revealing their names from when they were Jedi. The Ninth Sister confronted the Jedi, identifying him as a Padawan named Ferren Barr. Barr ignored her and told them that they were still truly Jedi, acknowledging the clones and their role in Order 66. Barr used the Force to take the helmets off the Purge troopers and saw that they were newer clones that were commissioned after Order 66. Knowing they had not had their inhibitor chips activated, he used a mind trick on them, saying \"execute Order 66\".

The trick worked and the Purge troopers turned on their three superiors. They quickly succeeded in gunning down the Tenth Brother, although the Sixth Brother and Ninth Sister were able to deflect their shots. Barr and his last disciple, Verla, then leaped over the battle and escaped. Keen to intercept them, the Sixth Brother and Ninth Sister used their combined powers to Force push the troopers to the side. However, the Sixth Brother betrayed Ninth Sister, cutting her leg off and leaving her to fend off the last of the troopers alone. After his escape, the Sixth Brother took a boat away with three stormtroopers.

Search for Ahsoka Tano

Shortly after the mission to Mon Cala, the Sixth Brother was searching for a possible Force-sensitive child on Thabeska. However, he later abandoned this task after receiving word that a Force-sensitive old enough to have received Jedi training was hiding in the Outer Rim, and set out to hunt the individual in question, hoping to earn a promotion. The supposed Jedi was in fact former Padawan Ahsoka Tano, who had left the Jedi Order before the end of the Clone Wars after being wrongfully accused of treason. Tano had since built up a resistance group on the moon of Raada. The Sixth Brother went to Raada where he began investigating. He traveled to the mountains and found the resistance Tano had set up, who were hiding in the caves. The resistance surrounded the Sixth Brother but he revealed his lightsaber, throwing it at the fighters. The lightsaber flew in an arc, killing all but one of the fighters.

The Sixth Brother then took the last fighter away, who he identified as Kaeden Larte, who had become close to Tano. The Sixth Brother used Kaeden to lay a trap for Tano and she revealed herself to him. The Sixth Brother then battled her, but Tano was able to identify his offensive fighting style and took advantage of it. Tano then reached out to his lightsaber's kyber crystals and they detonated the lightsaber, killing the Sixth Brother. Tano took his lightsaber crystals and fled the system with the rest of the citizens from Raada's sole settlement. Shortly afterwards, the Grand Inquisitor arrived and, unaware of Tano's identity, decided to hunt her himself, but not before informing Vader.

Hunt for Eeth Koth

\"Inquisitors--A woman and an infant escaped. Bring me the child.\"

\"And the woman, Lord Vader?\"

\"Irrelevant.\"

- Darth Vader and the Fifth Brother

Sometime after Vader's hunt on Chandar's Folly, he took three Inquisitors to a planet to hunt down the surviving Jedi known as Eeth Koth. Vader entered his house and interrupted Koth as his daughter had only just been born. Koth attempted to negotiate his way out of the situation but Vader made it clear he wasn't compliant and Koth attacked him, telling his wife, Mira, to run with his newborn daughter. The two took the fight outside and Vader threw him across the ground and told his Inquisitors to find the newborn and capture it. The Fifth Brother asked of what they should do about the mother and Vader informed him that she was irrelevant.

The three Inquisitors made haste into the city and the Fifth Brother suggested they split up. The other two agreed and they began searching the city. The female Inquisitor decided to reach out into the Force to see if the Infant made any ripples, as it was Force-sensitive. Her attempt was successful and she managed to stop Mira and her child before they could reach her father's shuttle. Mira begged her to let her go, appealing to her woman to woman. The female Inquisitor told her to go and she ran into the shuttle. The Fifth Brother then arrived and was shocked of what she had just done. The Twi'lek Inquisitor arrived as well and told her that Vader would not take this lightly. However, the female Inquisitor wasn't finished yet and as the shuttle ascended, she used the Force to pull the baby from her mother's arms.

The Twi'lek Inquisitor asked the female Inquisitor why she had to do it the way she did. She explained that since Mira had appealed to her woman to woman, she had decided to let her trust her before snatching her baby and thus her soul, as she would never trust another woman, and likely another person, again. The three Inquisitors returned to Vader, who was gradually beating Koth in the duel. Koth saw the baby in the female Inquisitor's hands and in his shock, Vader cut him down. The group returned to the Coruscant tower on their Zeta-class shuttle and gave the baby to a pair of nursemaids. Vader asked the Grand Inquisitor of their next target. The Grand Inquisitor brought Vader to see the list of the final confirmed Jedi survivors. There, he explained to Vader that they had hidden well and he concluded that they must wait until one of them made a mistake in order to find them.

Rogue Inquisitors

\"What are we looking for, Lord Vader?\"

\"Two Jedi. Male and female. They will attack us. It is only a matter of time. Be wary. They are cunning. Their direction of attack may be…unorthodox.\"

- Two Imperial shock troopers, and Darth Vader

The Fifth Brother notified Vader of the female Inquisitor's actions during their hunt and Vader suspected her to be a traitor, especially as he suspected her and the Twi'lek Inquisitor of having feelings for each other. Later on, the female Inquisitor and the Twi'lek Inquisitor were toasting to Eeth Koth's death with a drink that came from the planet where they had found him. The female Inquisitor then brought up Vader and asked of what he would do when all the Jedi were finally dead. The Twi'lek Inquisitor told her he would find his way around it, saying he would always find something to kill. At that moment, Vader interrupted their conversation, igniting his lightsaber. The Grand Inquisitor asked if this was a test, to which Vader coldly denied. Vader attempted to kill the female Inquisitor, but the Twi'lek Inquisitor halted him with his lightsaber and Vader confirmed his suspicions that the two had an attachment. The female Inquisitor ran away and Vader threw the other into the wall. He asked Vader why he attacked the female Inquisitor and he told the Twi'lek that it didn't matter because he had done it too. The Twi'lek Inquisitor ran and joined the female Inquisitor as she escaped the Coruscant Tower.

Vader made chase for the two rogue Inquisitors and took a speeder into Coruscant. The pair planned on killing Vader in order for them to be free from his presence in the galaxy. They therefore attacked Vader's speeder and the Sith lord jumped to other speeders as they cut those down as well with their lightsabers. The pair then resorted to throwing speeders at the Sith but he either threw them back or cut them down. However, the two Inquisitors eventually managed to topple a statue onto Vader and he fell onto a balcony, temporarily immobilized. They attempted to finish him off but he used the force to freeze them in mid air. The two Inquisitors turned to one another to spill out their last words and Vader made their lightsabers activate to stab the pair and kill them at the same time. Sidious later asked Vader why he thought the two were traitors and he explained to his master of their attachment and how the female Inquisitor briefly let Eeth Koth's child escape. Nonetheless, the Emperor was displeased with Vader's rampage that killed a Gran senator who was important to his plans and had the Inquisitorius relocated offworld.

Further events

\"If we do not stop the Inquisitor, you will. If we do not stop the Empire, you will.\"

- Nuhj, in a recording made just prior to his death

An Inquisitor was sent by the Empire to hunt a small group of surviving Jedi who had recently been discovered in a Jedi shrine on Anoat. The Inquisitor went there to find the Jedi Mususiel, who stayed to save the others. The Inquisitor killed her and tracked the others to Mataou, where the agent pursued one of the others, named Zubain Ankonori, and slew him. The last two Jedi, Nuhj and Khandra, fled to Embertown on the planet Burnin Konn, but the Inquisitor soon followed and attacked them in a chromium mine near Wickridge. The Inquisitor slew them and their belongings were stored in an Imperial vault on Nar Hypa.

At one point, a female Inquisitor was on Dathomir when she encountered Jerserra, a Dathomirian from the Nardithi Nightsisters, a sect of the Nightsisters. She took in Jerserra as her secret apprentice and spent a number of years training her in combat and lightsaber combat. The Inquisitor hoped to use Jerserra against the other Inquisitors but Jerserra eventually came to believe her abilities outmatched her Master's, and before long, the Inquisitor was slain by Jerserra, who covered up her murder and took her lightsaber as her own.

Hunting Cal Kestis

The Second Sister and the Ninth Sister were sent by the Empire to hunt Cal Kestis, a former Padawan who was discovered on Bracca after an Imperial viper probe droid witnessed him using the Force to save his friend. The Second Sister ordered a group of Bracca Scrappers, including Kestis and his friend Prauf, to reveal who the secret Jedi was. Prauf came forward to confess as the Jedi, but the Second Sister killed him on the spot, to where Kestis revealed his lightsaber in anger. Kestis was rescued by the Mantis crew and joined with former Jedi Knight Cere Junda on a secret mission to rebuild the Jedi Order. Kestis defeated the Ninth Sister on Kashyyyk. The Second Sister was killed by Vader during the mission to Nur after she began to reconcile with Junda, her former Jedi master, who apologized for letting her fall to the dark side and become an Inquisitor, and for failing to obtain a holocron that Kestis had retrieved containing a list of Force-sensitive children. Kestis, Junda, and the Mantis crew escaped Fortress Inquisitorius, and Kestis subsequently destroyed the holocron to prevent the Empire from obtaining it, entrusting the fates of the children to the Force.

Hunting the Spectres

\"You have great potential, but perhaps it is I that might teach you, as your master never achieved the rank of Jedi Knight. Did he?\"

\"Maybe not, but he took out the last Inquisitor. So I think I'll just stick with him.\"

\"Yes, the death of the Grand Inquisitor was a surprise to all. Yet, it does present the rest of us with new opportunities.\"

- The Seventh Sister and Ezra Bridger

When rumors emerged of a Jedi leading a rebel cell on the planet Lothal reached the ears of the Empire, Vader sent the Grand Inquisitor to take care of the problem. After several encounters, the Grand Inquisitor succeeded in capturing Jarrus, but was defeated by the latter in a lightsaber duel during a rescue staged by the rebels and Jarrus's Padawan, Ezra Bridger. Rather than face his Master's punishment for his failure, the Grand Inquisitor killed himself.

During a skirmish with Phoenix Cell, Vader learned that Tano, who had been his apprentice during the Clone Wars, was still alive. Upon learning of this news, the Emperor ordered Vader to dispatch another Inquisitor to hunt the rebels down. As a slight alteration of the Emperor's commands, two Inquisitors—the Fifth Brother and the Seventh Sister—were assigned to do so. They confronted several crew members of the Ghost during a skirmish aboard an abandoned Republic medical station. Due to Garazeb Orrelios' quick-thinking, the rebels managed to escape the Inquisitors aboard the Phantom.

The death of the Grand Inquisitor was a great surprise for the other Inquisitors who saw new opportunities in hunting down the ones responsible. In addition to the Seventh Sister and the Fifth Brother, several other Inquisitors began to scour the galaxy searching for the two Jedi who had defeated their leader, all of them hoping to advance their own position within the Inquisitorius. While intercepting transmissions from Mustafar, Tano discovered that the Inquisitors' second mission was to kidnap Force-sensitive children. Meanwhile, the Seventh Sister and the Fifth Brother kidnapped the infants Alora and Pypey above the planets Chandel and on Takobo respectively. This brought them into contact with the crew of the Ghost and Ahsoka, who soundly defeated them in combat. Later, the Seventh Sister and the Fifth Brother took part in an unsuccessful attempt to capture the rebels in Garel City.

Three years before the Battle of Yavin, the Fifth Brother and the Seventh Sister spent several months pursuing Jarrus and Bridger. On one occasion, they managed to track the Jedi to the planet Oosalon where they fought with them. Despite their efforts, the Jedi managed to escape and regroup with the Spectres. Later, the Inquisitors followed Jarrus, Bridger, and Tano to the Lothal Jedi Temple. After forcing their way into the temple, the two Inquisitors were attacked by ghostly apparitions of the Jedi Temple Guards. One of these apparitions was the former Grand Inquisitor. The Fifth Brother and Seventh Sister survived the encounter and reported to Vader, who vowed to put an end to the Jedi threat.

Crossover at Malachor

Some time after the events of the Lothal Jedi Temple, Kanan, Ezra and Ahsoka traveled to Malachor, following a hint given by Jedi Master Yoda. When they arrived there, the Eighth Brother, who was already there hunting an individual known as the shadow, attacked them. Soon after, Bridger became separated from the others and encountered the former Sith apprentice Maul. As this was happening, Tano and Jarrus chased and captured the Eighth Brother, who unbeknownst to them sent a distress signal to his fellow Inquisitors, the Fifth Brother and the Seventh Sister. Maul and Bridger together entered the Sith temple on Malachor and retrieved the Sith holocron inside.

Shortly later, they found the Fifth Brother, Seventh Sister and Eighth Brother dueling Tano and Jarrus. Maul and Bridger intervened and the Inquisitors were forced to retreat. While attempting to plant the Sith holocron in the Sith temple's obelisk, they encountered the Inquisitors once again. Maul began Force choking the Seventh Sister and urged Bridger to strike her down. When Bridger could not bring himself to do it, Maul then threw his lightsaber at her, killing her instantly. Maul and Bridger then found Tano and Jarrus once more fighting the Fifth and Eighth Brothers. After Tano destroyed the Fifth Brother's lightsaber, Maul made quick work of him with a fatal slash to the gut. During this time, Jarrus had also managed to slice the Eighth Brother's lightsaber. Cornered and outnumbered, the Eighth Brother attempted to escape by using his lightsaber to hover away but the lightsaber malfunctioned in flight and sent the Eighth Brother plummeting to his death at the base of the temple below.

Disappearance

\"During the early years of the Empire, the red blades of the Inquisitorius cut a swath through the galaxy as they wiped any remaining traces of the Jedi Order from existence. Once the Jedi were finally considered extinct by the Empire, the Inquisitorius vanished into the darkness as well.\"

- Luke Skywalker

In 2 BBY, around six months after the Inquisitors' failure incident on Malachor,[9] the Empire dispatched Grand Admiral Thrawn to finish what Darth Vader and his Inquisitors started. Thrawn pursued the rebels until his defeat during the Liberation of Lothal.

In 0 BBY, the Jedi Order was largely thought to be extinct by the Empire, and once their objective of wiping out the Jedi was completed, the Inquisitors themselves vanished as well. At a meeting aboard the first Death Star, Grand Moff Wilhuff Tarkin expressed his belief that Vader was the only living practitioner of what he termed \"the ancient religion\".

Legacy

\"The Jedi aren't my story. So what if I'm meant to become one of these Inquisitors, instead?\"

\"I believe we've learned that they no longer exist.\"

\"But what if they come back? What if my vision was of the future and I become some sort of anti-Jedi Knight. [...] What if the Force awakens and there are those who want to snuff it out again? What if there are dark side users who are meant to do such a thing, and I'm meant to become one of them?\"

- Karr Nuq Sin and RZ-7

Around thirty years after the Battle of Yavin, the Inquisitors and, much like the Jedi they hunted, their history was little-known. By this time the antiques collector Dok-Ondar acquired a broken lightsaber that once belonged to the Grand Inquisitor. When Karr Nuq Sin, a Force-sensitive teenager seeking to understand his connection with the Force and the ways of the Jedi, visited Dok-Ondar's Den of Antiquities hoping to find Jedi artifacts, Dok-Ondar showed him the Inquisitor lightsaber. He explained the mission of the Inquisitors to Nuq Sin and the boy had never heard of them or the fact that the Jedi were hunted down after the Clone Wars. When Nuq Sin, who possessed the Force power of psychometry, touched the two broken pieces of the lightsaber he experienced two visions simultaneously: one of his former Jedi Padawan great-grandfather Naq Med fighting the Grand Inquisitor and another of the Grand Inquisitor fighting and killing a different Jedi. The overlapping visions gave Nuq Sin, who strongly resembled his relative, the impression that he had witnessed his future self kill a Jedi. The visions caused him to doubt whether he was meant to become a Jedi and fear that in his future the defunct Inquisitorius would be resurrected and he would become an Inquisitor.

The First Order, the government that rose from the ashes of the Empire following its fall after the New Republic's victory at the Battle of Jakku and the subsequent signing of the Galactic Concordance, used interrogation chairs, based on those used by the Inquisitorius, to extract information from their prisoners.

Around the time of the First Order–Resistance war, the Jedi Master Luke Skywalker wrote a book chronicling what he knew of the history of the Jedi Order. In the book, Skywalker included a brief history of the Inquisitorius and their mission of hunting the Jedi, identified several of them by the names they bores as Inquisitors and noted that once the Jedi were considered extinct, the Inquistors themselves vanished. He also wrote about the signature double-bladed spinning lightsabers used by Inquisitors. The dark side warrior Knights of Ren who served Darth Vader's grandson Kylo Ren in the same time period would have been prime candidates to become Inquisitors in previous generations, if they could be tamed.

Organization

Status and command

Although the exact number of Inquisitors was kept secret, there may have been as many as twelve. Inquisitors utilized a Zeta-class shuttle named the Infernum in 18 BBY, and commanded Purge Troopers, elite death squads comprised of the last generation of clones brought online after the Jedi Purge. Due to the nature of their mission, Inquisitors had the power to commandeer any required Imperial Military forces, and all officers were to obey their orders. Any officer who came into contact with Force-sensitive beings was to immediately contact an Inquisitor to investigate the situation. Also, some Imperial officers disliked the interference of Inquisitors with some, such as Admiral Kassius Konstantine. When inducted into the ranks of the Inquisitorius, individuals left behind their names and took up new ones, being labelled Brother/Sister denoting their sexes.

Inquisitor mutuality

\"Smells like fish.\"

\"That's just Sixth Brother.\"

\"More like fish, then.\"

\"Hilarious.\"

- The Tenth Brother and Ninth Sister make fun of Sixth Brother

The Inquisitors in the Inquisitorius held a mutual relationship with each other. Many had to work together on occasions where they were up against bigger threats. The female Inquisitor and the Twi'lek Inquisitor had a mutual friendship and always toasted to the death of every Jedi they hunted with a drink made on the planet of which they found them. However, being users of the dark side of the Force, the Inquisitors became power hungry and a sense of competition grew between them. Upon arriving at Mon Cala, the Sixth Brother was insulted by his two subordinates, the Ninth Sister and Tenth Brother.

Later on, the three aforementioned Inquisitors were caught up in a skirmish in Bel City and the Tenth Brother was killed. The other two helped each other clear a path but then the Sixth Brother betrayed the Ninth Sister, cutting off her leg and leaving her to the remainder of the enemy. The Sixth Brother later abandoned one of his missions to hunt a Jedi, hoping to obtain himself a promotion. A female Inquisitor trained her own apprentice to use against the other Inquisitors before she was betrayed and killed by the Dathomirian. During his search for the Spectres, the Seventh Sister decided to intervene with the Fifth Brother's hunt to obtain the kill for herself.

Operations

\"I've read the reports from the Inquisitorius. Vader and his monsters have done their job well. Few Jedi remain, if any.\"

- Tarkin on the Inquisitorius

The Inquisitors' primary objective was to hunt down and turn to the dark side (if possible) or kill (if not) Jedi who had survived the initial stages of the Great Jedi Purge. The Inquisitors' secondary objective was to prevent Force-sensitive children from falling into the hands of the remaining Jedi or using their skills against the Empire. As part of this strategy, an operation code-named Project Harvester was designed to identify cadets in Imperial academies across the galaxy who met the criteria that would identify them as Force-sensitive. Should they be identified as such, the cadets would be abducted and taken into custody. Individuals who refused to serve the Galactic Empire would then be eliminated.

As well as Imperial cadets, Project Harvester also targeted infants that were identified as Force-sensitive. One of the infants they took was the daughter of former Jedi Master Eeth Koth. The baby was given to the Nursemaids after being taken. Besides hunting Jedi, the Inquisitors were also known to pursue other Force-sensitive opponents of the Sith, like the renegade dark sider Maul. The Inquisitor's hunt saw gradual success overtime. Moff Wilhuff Tarkin read reports from the Inquisitorius and saw that their hunt had rid the galaxy of most, if not all of the surviving Jedi.

Equipment

\"How did you know?\"

\"That you were a fake? An Inquisitor without a lightsaber? You must think me a fool…\"

- Lina Graf and Vaneé, on the former's impersonation of the \"Fourth Sister\"

The Inquisitors wore black and grey bodysuits with armor and were equipped with crimson-bladed lightsabers, typically of the double-bladed spinning lightsaber model that were also capable of spinning in a helicopter-like motion for escape due to their ringed emitters. The Tenth Brother was an exception, possessing two separate shoto lightsabers. The Inquisitors also developed interrogation chairs to assist in their questioning of suspected rebels or Jedi.

Skills and training

\"The Inquisitors are formidable fighters. They are former Jedi!\"

\"And they fight like it. Defensive. Moving to attack only when there is no other choice. The Jedi taught that a battle could be counted a victory even if both parties survive. This error has infected the Inquisitors' tactics.\"

- The Grand Inquisitor and Darth Vader

Being former Jedi meant the Inquisitors were weak in the dark side of the Force. Darth Vader noticed this when he began training them. Vader aimed to cut the Inquisitors from their more defensive fighting style and make it only offensive, something Ahsoka Tano took advantage of when fighting the Sixth Brother. One of Vader's first training sessions with them included teaching them loss by expending at least one of their limbs, such as the Sixth Brother's left forearm, the Fifth Brother's right hand and the Ninth Sister's left eye.

Some of the Inquisitors had different strengths in fighting, such as the Ninth Sister, who was stronger in reading emotions, and the Tenth Brother, who had exceptional hearing and intuition in-spite of his lack of eyes. Several of them also studied the records of the Jedi Order to familiarize themselves with their enemies' fighting techniques, making them dangerous fighters. However, despite being assigned to hunt and kill Jedi and other Force-sensitive targets, most of the Inquisitors were not skilled enough to take on powerful Force-users; two working in tandem were defeated by Ahsoka Tano, and three combined were unable to overcome former Sith Lord Maul, Ahsoka and Kanan. However, some Inquisitors were more successful in their hunting, with one Inquisitor being able to hunt and kill four Jedi in the Anoat sector.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid","environment":"","cr":14,"powerForceLevel":12,"powerTechLevel":0,"xp":{"value":11500},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"darkvision 60 ft., passive Perception 14","languages":{"value":[],"custom":"Galactic Basic, Two More Of Your Choice"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"inv":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":18,"prof":5,"total":8},"prf":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"per":{"value":0,"ability":"cha","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":20,"prof":5,"total":10},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","token":{"flags":{},"name":"Inquisitor, Grand","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9OeZuKeGPlIvDfAF","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":143,"max":143},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"N2JmOGM1ZmM0MTdh","flags":{},"name":"Detect Force","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor can sense the presence and direction of a creature who can cast force powers within 120 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MzYzMjAzMjFlZWQ0","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with power attacks).

It regains its extended

force points when it finishes a long rest. It knows the

following powers:

At-Will: denounce, force disarm, force push, mind trick, saber

throw, slow

1st-5th level (41 Force Points): animate weapon, dominate

mind, improved dark side tendrils, choke, force suppression,

horror, force jump, sense force, sever force, siphon life, stun

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"ODY3M2U2ZTJkNGJj","flags":{},"name":"Force Resistance","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

The inquisitor has advantage on saving throws against force powers and resistance to damage dealt by force powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"ZDZkM2ZjMTE0MTg1","flags":{},"name":"War Casting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Spinning Double Saber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"YjEwMzJmYzhhNWE0","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The inquisitor makes three spinning doublesaber attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"ODc1NjBlYmUzN2Rm","flags":{},"name":"Spinning Doublesaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 23 (4d8+5) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+5","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":60000},{"_id":"YzM4YTI5MjI5MGYy","flags":{},"name":"Dark Lightning","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/214_-_Inquisitor_2C_Grand/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +10, Range 120 ft., One or two targets. Hit : 28 (8d6) necrotic damage.

The target(s) must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":70000}]} {"_id":"9RSXTks8f5lGNphB","name":"T'landa Til","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"17","min":0,"formula":"natural armor"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"13d10+39"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":40,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":17,"min":0,"max":0}},"details":{"biography":{"value":"

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

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

The t'landa Til are a massive, quadrupedal, sentient\nspecies distantly related to the Hutts. They possess\nlong, thin, whipping tails and four trunk-like legs with\nhuge, padded feet. They also have a tiny pair of arms\nwith delicate hands, each with four ngers. Their faces\nresemble those of the Hutts save for a long, thick horn\nabove their snout. Like the Hutts, their necks are short\nand humped—almost nonexistent. They have thick,\noily, leathery skin, which hangs in creases, wrinkles,\nand loose folds. This skin is especially prominent below\nthe neck, where it hangs so loose that it hides the arms\nwhen they are folded against the chest.\n

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

The t'landa Til also have two hearts and three\nstomachs. Male t'landa Til make a sound that attracts\nfemales during mating season. This humming vibration\nis produced when air ows over the cilia in a male's\ninated neck pouch. This vibration stimulates a\nfemale's pleasure centers. This ability is accompanied\nby the males' low-grade empathic ability, which they\nuse to project pleasant feelings toward females. The\nt'landa Til can use this same pouch to create sonic and\nsubsonic vibrations with powerful eects on other\nspecies. The average t'landa Til stands about 2 – 2.5\nmeters tall. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Neutral Balanced","species":"","type":"beast","environment":"","cr":9,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":5000},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":"Energy And Kinetic Damage From Unenhanced Sources"},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 10","languages":{"value":[],"custom":"Galactic Basic, Huttese"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"per":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","token":{"flags":{},"name":"T'landa Til","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9RSXTks8f5lGNphB","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":110,"max":110},"bar2":{"value":17,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"ZWIxZmQwMjY0Mjg5","flags":{},"name":"Trampling Charge","type":"feat","img":"systems/sw5e/packs/Icons/monsters/417_-_T_27landa_Til/avatar.webp","data":{"description":{"value":"

If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

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

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If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

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.

The T'landa Til makes 3 attacks one gore attack and two stomp attacks

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 17 (3d8+4) kinetic damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage

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The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and ful\u0000lling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

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The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

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Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

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When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

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When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

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While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

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When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

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The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+4","kinetic"],["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":100000},{"_id":"ZTY5MzBjNWE4YzAw","flags":{},"name":"Heavy Blaster Pistol","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/273_-_Ambush_Master/avatar.webp","data":{"description":{"value":"

Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

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The ambush master can add a d4 to a skill check or saving throw.

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The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

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Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

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When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

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When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

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While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

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When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

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The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram,

vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze

humanoid

3rd-level: greater hologrampoints).

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.

The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 7 (1d6+4) kinetic damage plus 3 (1d6) kinetic damage

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Ranged Weapon Attack +7, Range 40/160 ft., One target. Hit : 8 (1d8+4) energy damage plus 3 (1d6) energy damage

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Ranged Weapon Attack +7, Range 100/400 ft., One target. Hit : 9 (1d10+4) energy damage plus 3 (1d6) energy damage

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.

The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

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The Jubba bird was a Force-sensitive reptavian native to Dagobah. Jubba birds built their nests out of sticks and plants, using mud scooped from the swamps of Dagobah to hold the nest together. This made the nests heavy, often causing them to droop downwards into the swamps, where predators were waiting to gobble up the eggs.

Jubba were deceptively intelligent birds, though domesticated jubba often played dumb to avoid harassment from ignorant owners. Birds sold to appreciative owners sometimes allowed their innate intelligence to show, and became loyal companions. Many jubba birds were captured and sold by vendors as pets prized for their mesmerizing song. This song was a highly soothing whistle that it manipulated through the Force.

DesignationNon-sentient
ClassificationReptavian
Average length0,3 meters
Average wingspan1 meter
Feather color
  • Red
  • Purple
Eye ColorGreen
Distinctions

Song is a manifestation of the Force and can pacify those around it

Homeworld
Dagobah
Habitat
Swampy rainforest
Diet
  • Snakes
  • Rodents
  • Insects
  • Knobby white spiders

Description

Native to the planet Dagobah, the Jubba bird was a brightly colored reptavian whose feathers were shades of red and purple. Although the Jubba was only 0.3 meters long, it had a wingspan of a meter. Jubba birds were predators, and their diet was varied. Their main prey was snakes and rodents, and they would use their large mouths to scoop up swarms of insects while in flight. They were also known to hunt knobby white spiders. Jubbas constructed their nests high in the trees using mud from swamps.

The Jubba's most distinct feature was its unique hum, a soothing and eerie melodic whistle that calmed all but the most angry creatures and beings, and was a manifestation of the Force. To sing, the Jubba had to be content and happy; Jubbas in captivity had to be provided with enough room to allow them to fly unhindered and preen, and to hunt for their own food. It was advised that Jubbas kept as pets be quartered in an outside environment. Their own predators included butcherbugs.

Intelligent creatures, the Jubba presented itself as a beautiful and proud bird that had no capacity for learning, a façade that allowed the Jubbas to remain independent of owners and resist efforts to be trained. However, well-cared for and loved Jubbas formed a bond with their owners and displayed their true intelligence, becoming loyal and valuable companions. Jubbas with this level of trust in a being were able to discern strangers' motivations, search for objects, and sing on command.

History

After coming into possession of some Jubba birds, the Bimm merchant Glah Ubooki attempted to record the unique song, but the recording did not have the same effect as it was not amplified by the Force. The Ubooki brothers had three of the birds for sale, each located in a different shop, where they retailed for 4,000 credits each.

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The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

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The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

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

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

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

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

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

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

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The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

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Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

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On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

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If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

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The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

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The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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.

When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

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Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

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.

The Jedi Grand Master casts one of his at will powers.

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.

The Jedi Grand Master can make one shotosaber attack.

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The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

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.

The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

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

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

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

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

Jedi Grandmaster

Grand Master, or Grandmaster, was a title bestowed on the oldest and wisest member of the Jedi Order. Whereas the Master of the Order served as leader of the Jedi High Council, the Grand Master was the head of the Jedi Order. Yoda, a Jedi Master who had lived for over eight centuries by the time of the Clone Wars, was the Grand Master of the Jedi Order during the waning years of the Galactic Republic.

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When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

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When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

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The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

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Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

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On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NmE3ODBjZjljNzZm","flags":{},"name":"Combat Caster","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

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If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

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The Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points).

The

Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber

reflect, saber throw

1st level: burst of speed, force jump, force throw, heal

2nd level: animate weapon, battle meditation, danger sense,

phasewalk, stun, stun droid

3rd level: knight speed, share life, sever force, telekinetic

storm

4th level: disable droid, force immunity, freedom of

movement, mind trap

5th level: improved battle meditation, improved phase strike,

improved phasewalk, mass animation, revitalize, skill

empowerment, telekinesis

6th level: greater heal, telekinetic burst, true sight, wall of light

7th level: destroy droid, force mend, improved revitalize,

master speed

8th level: earth quake, force link, mind blank, telekinetic wave

9th level: master battle meditation, master heal, precognition

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YWI4Y2U3MDIzYzE5","flags":{},"name":"Force Shield","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

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When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"ZDgwZTczN2RmZDA1","flags":{},"name":"Shotosaber","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 10 (1d6+7) energy damage plus 9 (2d8) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+7","energy"],["2d8","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"MWQyMjNmMjhlN2Yw","flags":{},"name":"At-Will Power","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Grand Master casts one of his at will powers.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":120000},{"_id":"YThmMjYxZjMwYzdh","flags":{},"name":"Melee Attack","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Grand Master can make one shotosaber attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"MTJmZDRhYzQxZTI5","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/342_-_Jedi_Grand_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

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.

The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

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Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers. 

Speeder Bike

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

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

Speeder bikes, also known as jumpspeeders, were\nopen-air repulsorlift vehicles that emphasized speed\nand maneuverability over stability. A typical speeder\nbike had a maximum altitude of 10 meters (32 feet)\nand could thus maneuver deftly over very rough\nterrain. Some companies manufactured extras like\nsidecars for speeder bikes. 

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

Joben T-85 Speeder Bike

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

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

The Joben T-85 speeder bike was a speeder bike model\nmanufactured by the Zebulon Dak Speeder\nCorporation, and named after the famous swoop racer\nThall Joben. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":0.125,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":25},"source":"Roll 20","race":"","class":""},"traits":{"size":"lg","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"—","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"inv":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"pil":{"value":0,"ability":"int"},"prc":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"per":{"value":0,"ability":"cha","bonus":0,"mod":-2,"passive":8,"prof":0,"total":-2},"slt":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"ste":{"value":0,"ability":"dex","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","token":{"flags":{},"name":"Joben T-85 Speeder Bike","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/token.webp","tint":null,"width":2,"height":2,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":10,"brightSight":10,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"A7iIjwvbXpwiPiUP","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":39,"max":39},"bar2":{"value":14,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YjAwNzM1ZDEzMDE5","flags":{},"name":"Quick Escape","type":"feat","img":"systems/sw5e/packs/Icons/monsters/415_-_Joben_T-85_Speeder_Bike/avatar.webp","data":{"description":{"value":"

The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

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The construct has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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

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

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.

As an action, the construct can travel at up to two times its speed in addition to its normal movement.

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

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

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

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

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

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Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

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The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

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Opportunity attacks against the aquatic Jedi master have disadvantage.

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The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

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The aquatic Jedi can jump 40 feet.

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The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

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When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

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.

The Jedi makes three Lightfoil attacks.

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

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.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

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.

The aquatic Jedi master attacks with its lightfoil.

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.

The aquatic Jedi master moves up to its speed.

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.

The Jedi casts an at-will force power.

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

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

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

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

Jedi Master

A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

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If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

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The aquatic Jedi master can breath water.

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The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

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Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

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The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"Yzc5NDY0ZTJkNGIx","flags":{},"name":"Unpredictable Motion","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Opportunity attacks against the aquatic Jedi master have disadvantage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"NzcxYzQwMjBlMTBm","flags":{},"name":"Force Empowered Strikes","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ZGQ3MWJmZTgyOWFj","flags":{},"name":"Ideal of the Agile","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi can jump 40 feet.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"MWQ5MjA2NjQ2ZTM3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull,

mind trick, saber reflect, sonic charge

1st level: burst of speed, force jump, heal, sense force, slow

descent

2nd level: calm emotions, coerce mind, force sight, rescue,

stun droid

3rd level: force repulse, knight speed

4th level: disable droid, grasping vine, force immunity

5th-level: improved heal, revitalize

6th-level: eruption, telekinetic burst

7th-level: destroy droid

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":90000},{"_id":"MmFiYTIxNGJjMTA0","flags":{},"name":"Kinetic Ward","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":100000},{"_id":"OGFkMDgwNDY1MTZj","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Jedi makes three Lightfoil attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000},{"_id":"YjUyY2Y2ZWE3YzIw","flags":{},"name":"Lightfoil","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 16 (2d8+7) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+7","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"NDY1ZDA2YjhmOWMz","flags":{},"name":"Force Bubble (Recharge 5-6)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":130000},{"_id":"NDU0MGIwZGQ5MGM2","flags":{},"name":"Lightfoil","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master attacks with its lightfoil.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"ZWE0NTZkZWU3ZGNl","flags":{},"name":"Move","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The aquatic Jedi master moves up to its speed.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MGZmMTA0M2M1YWI3","flags":{},"name":"Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/320_-_Aquatic_Jedi_Master/avatar.webp","data":{"description":{"value":"

.

The Jedi casts an at-will force power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000}]} {"_id":"AUGkWC33WF1utw6e","name":"Bogwing, Greater","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":6,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0},"dex":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":3,"proficient":0,"min":3,"mod":-4,"save":-4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":13,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":5,"proficient":0,"min":3,"mod":-3,"save":-3,"prof":0,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":""},"hp":{"value":14,"min":0,"max":14,"temp":0,"tempmax":0,"formula":"4d6"},"init":{"value":0,"bonus":0,"mod":3,"prof":0,"total":3},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":0,"fly":40,"swim":0,"walk":10,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":14,"min":0,"max":14},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"No deezreezpect? I am leeterally een a box, youah bogwing lowlife!\" 

- Mozeen Parapa, to Han Solo

DesignationNon-sentient
Classification

Raptavian

Skin colorGreen
Homeworld
  • Aleen
  • Naboo
  • Dagobah
  • Zygerria

Bogwings were a reptavian species native to the planet Naboo. During Gulliball games played by Gungans, bogwings were released into the sky to signal halftime. Bogwings were known to be able to carry nine times their own weight. They were also very territorial. They could also be found on the swampy world of Dagobah. Aleen and Zygerria.

","public":""},"alignment":"Unaligned","species":"","type":"beast","environment":"","cr":1,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":200},"source":"Roll 20","race":"","class":""},"traits":{"size":"sm","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"senses":"passive Perception 13","languages":{"value":[],"custom":"-"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ani":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"ath":{"value":2,"ability":"str","bonus":0,"mod":-2,"passive":12,"prof":4,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":-4,"passive":6,"prof":0,"total":-4},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ste":{"value":0,"ability":"dex","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"sur":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","token":{"flags":{},"name":"Bogwing, Greater","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AUGkWC33WF1utw6e","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":14,"max":14},"bar2":{"value":13,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTVhZmRlZjU1NjQz","flags":{},"name":"Beast of Burden","type":"feat","img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","data":{"description":{"value":"

The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"MTI5MWQ3MzY3ZWVk","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The bogwing can make two claw attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"NjE0MDgwNGMzZTcy","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/023_-_Bogwing_2C_Greater/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6+3","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":30000}]} {"_id":"AaHeq3erl2qQmocs","name":"Vulture-Class Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":17,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":9,"proficient":0,"min":3,"mod":-1,"save":-1,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":7,"proficient":1,"min":3,"mod":-2,"save":0,"prof":2,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"13","min":0,"formula":"armor plating"},"hp":{"value":90,"min":0,"max":90,"temp":0,"tempmax":0,"formula":"12d10+24"},"init":{"value":0,"bonus":0,"mod":1,"prof":0,"total":1},"powercasting":"none","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"movement":{"burrow":0,"climb":30,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":90,"min":0,"max":90},"bar2":{"value":13,"min":0,"max":0}},"details":{"biography":{"value":"

\"Master, General Grievous's ship is directly ahead, the one crawling with vulture droids.\"

- Anakin Skywalker to Obi-Wan Kenobi, referring to the Invisible Hand during the Battle of Coruscant

Manufacturer
  • Haor Chall Engineering
  • Xi Char Cathedral factories
ClassDroid starfighter
Cost19.000 - 40.000 credits
Length
  • 6,96 meters (in flight)
  • 3,5 - 3,6 meters (walking)
Height/depth
  • 1,86 meters (in flight)
  • 6,87 meters (walking)

The Variable Geometry Self-Propelled Battle Droid, Mark I, also known as the Vulture-class droid starfighter, or more simply as the vulture droid, was an unmanned model of droid starfighter manufactured by Haor Chall Engineering and utilized by the Trade Federation and later the Confederacy of Independent Systems. The fighter relied on overwhelming numbers during combat. Constructed in the cathedral factories of Xi Char, their creation through precision manufacturing was considered an act of religious worship. It was present at many engagements including battles during the Clone Wars.

Characteristics

\"Their creators assumed a given fighter would not survive long, and so programmed them to be swarming weapons.\"

\"So burning through their resources as fast as possible? Without any long term considerations? Are you sure?\"

\"Look at the curve of the combat pods. The shape of the stripes. The position of the blaster barrels. Weapons such as this not only are functional, but also incorporate the artistry of their creators. The beings who created and built these fighters believe in short quick answers to questions and problems.\"

- Thrawn and Eli Vanto discuss vulture droids

With the effectiveness of droid starfighters debated in strategic circles for generations, vulture droids were as such capable of extreme maneuvers that could crush even the sturdiest organic pilot, but lacked the resourcefulness and cunning that living pilots brought into combat. Nonetheless, a lack of life-support systems allowed more room for armaments and fuel, and the lack of an organic pilot removed any moral responsibility for its destruction.

Like the ground forces made up of battle droids, vulture droids were remote controlled by a control ship, but as time passed later generations of the fighter were able to operate with limited independence due to the installation of artificial intelligence. They were also known to be able to communicate with each other by chattering. While not in flight, vulture droids could transform into walking mode to patrol the surface or provide support during battles, and was specifically designed to fill both space and ground-based roles.

A variant of the vulture droid featured an ion weapon. One of this variant battled Ahsoka Tano and Padmé Amidala while they were flying N-1 starfighters during starfighter practice. The unit was destroyed.

The design of the vulture droid formed the basis for producing the Hyena-class bomber, another type of automated droid starfighter used by the Separatist Alliance. Vulture droids were not considered as smart as tri-fighters and hyena bombers, and relied on speed and overwhelming numbers in combat scenarios.

History

Invasion of Naboo

\"Fighters, straight ahead.\"

- Bravo Leader's Ric Olié, during the Battle of Naboo

In 32 BBY, vulture droids were deployed with the rest of the droid forces by the Trade Federation military to seize Naboo. During the space battle over the planet, vulture droids were controlled by a Droid Control Ship, made out of a modified Lucrehulk-class LH-3210 cargo freighter, and engaged Bravo Flight's N-1 starfighters. All of the droid starfighters were deactivated when Anakin Skywalker destroyed their control ship, the Vuutun Palaa.

Clone Wars

Starfighters of the Separatist Alliance

During the Clone Wars, vulture droids were painted with the blue and white hexagonal markings that symbolized the Separatist Alliance. Vulture droids were also quickly upgraded to function independently from a Droid Control Ship. They would fight in numerous battles against the Galactic Republic during the war, and vultures became a larger threat to their adversaries as the war continued.

Vulture droids were the most common aerial unit in the Confederacy military. In addition to being launched from capital ships, vulture droids were also deployed from Automated vulture droid deployment stations to defend areas from potentially hostile approaching vessels. Munificent-class star frigates, which were one of the most common ships in the CIS fleet, could carry up to forty-two vulture droids.

At some period during the war, vulture droids were upgraded to carry missiles which could deploy Pistoeka sabotage droids against enemy starfighters.

Christophsis

In 22 BBY, vulture droids participated in the Battle of Christophsis, which ended in defeat for the Confederacy of Independent Systems. Anakin Skywalker, now a General of the Republic Army and Knight of the Jedi Order, destroyed Admiral Trench's flagship Invincible with the IPV-2C Stealth Corvette, ending the Separatist blockade of the system. Jedi General Obi-Wan Kenobi captured Separatist General Whorm Loathsom, ending the Confederate occupation and forcing the Separatist navy once more to retreat.

Teth

Vulture droids participated in the Battle of Teth, a loss for the Confederacy of Independent Systems. Despite fierce Confederate resistance, Skywalker rescued Rotta the Hutt and delivered him to Jabba's palace on Tatooine.

Ryloth

Vulture droids participated in the Battle of Ryloth, a protracted campaign in which the Separatists resisted the Republic's attempt to liberate the Twi'lek homeworld. Notably, a swarm of Vultures almost completely eliminated the V-19 Torrent starfighters of Blue Squadron and rammed the bridge of the Resolute.

Other battles

The droids continued to see action throughout the rest of the conflict. From large scale battles such as at Umbara, to smaller skirmishes such as over Felucia after the destruction of Felucia Medical Station HCTFF2. During the Battle of Horain, Clone Captain \"Rex\" attempted to contact his commanding officer, General Skywalker, for help, but General Kenobi instead came to aid the clone trooper, explaining that Skywalker was dealing with vulture droids.

Ending actions

The droids were involved in the Battle of Coruscant, which proved to be the last gasp of the CIS, and at the Battle of Utapau. During the former of these two battles, Count Dooku was beheaded by Anakin Skywalker, and days later General Grievous was killed at Utapau. After the deaths of the Separatist Council, all Confederate droids were shut down, including the vulture droids.

Post-Clone Wars

\"I have studied vulture droids, ensign. They do not normally fight this effectively.\"

- Thrawn, to Eli Vanto during the Battle over Umbara

During the Imperial Era, vulture droids fell into the hands of various rebel groups including Cham Syndulla's Free Ryloth movement, Berch Teller's rebel cell, and the smuggler–turned–insurgent leader Nevil Cygni (\"Nightswan\"). In 14 BBY, hundreds of vulture droids were used by the Free Ryloth movement to attack the Imperial Star Destroyer Perilous during an assassination attempt against Emperor Palpatine and Darth Vader.

Later, Berch Teller's rebel cell obtained vulture droids and other former Separatist equipment and material from Vice Admiral Dodd Rancit, who was conspiring against his rival Moff Wilhuff Tarkin. The Chiss Imperial Navy officer Thrawn collected various Clone War artifacts including vulture droid parts. The insurgent leader Nevil Cygni, also known as \"Nightswan,\" also procured 400 vulture droids during the Umbaran uprising.

By the time of the cold war, Vulture droids were used as private security forces by the houses of Cato Neimoidia. The X-wing drones used for First Order TIE Fighter Pilots had similar visual elements to vulture droids.

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

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

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The droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

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.

The droid makes two slam attacks.

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Melee Weapon Attack +6, Reach 10 ft., One target. Hit : 10 (2d6+3) kinetic damage

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Ranged Weapon Attack +3, Range 300/600 ft., One target. Hit : 9 (2d8) kinetic damage.

Hit or miss, the target and each creature within 15 feet must make a Dexterity saving throw (DC 11), taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.

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

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

The Emplacement Weapon, Heavy Blaster, or E-WEB, is\na a heavy repeating blaster manufactured by BlasTech\nIndustries. It is able to be broken down into parts and\ncarried by a small crew of troopers making it fairly\nmobile, but has to be rigidly mounted in order to counteract the eects of its incredible re-\npower.

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

It requires two crew members for optimal\neectiveness. One crewer mans the gun, and the other\nmonitors and adjusts the Eksoan Class-4T3 power\ngenerator. Like many high-yield generators, the 4T3 is\nprone to overheating and potentially explosive\noverload, despite its advanced Gk3 Cryocooler cooling\nunit. Power is fed into the E-Web via a conduit that\nconnects to the base of the TR-62 Autocushion Tripod.\nThe built-in comlink with automatic encryption allows\nfor secured communication with other units. The\ncomputerized re control and targeting system\nincludes infrared and StarVision low-light enhancement\nfor use in night combat. Overall, the E-Web can be\ntransported and assembled for ring within a minute\nor less, although it will take up to ten minutes for its generator to reach full power.\n

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

If the 4T3 generator is \"cold,\" it can take nearly\nfteen minutes for the crew to deploy the weapon,\ncalibrate the generator and congure the targeting\nsoftware. Some Imperial crews pre-charged the\ngenerator before use for faster set-up. 

\n\t\t\t\t
\n\t\t\t
\n\t\t
","public":""},"alignment":"Unaligned","species":"","type":"construct","environment":"","cr":5,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":1800},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":[],"custom":"Poison, Disease"},"senses":"darkvision 60 ft., passive Perception 13","languages":{"value":[],"custom":"—"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ani":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ath":{"value":0,"ability":"str","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"dec":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"itm":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":0,"passive":13,"prof":3,"total":3},"prf":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"per":{"value":0,"ability":"cha","bonus":0,"mod":-3,"passive":7,"prof":0,"total":-3},"slt":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"ste":{"value":0,"ability":"dex","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"sur":{"value":0,"ability":"wis","bonus":0,"mod":0,"passive":10,"prof":0,"total":0},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","token":{"flags":{},"name":"E-Web Heavy Repeating Blaster","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/token.webp","tint":null,"width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":5,"brightSight":5,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"AicQEcAxbvY8cZs6","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":36,"max":36},"bar2":{"value":10,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"NTE5ZjQzMWU4ZTQw","flags":{},"name":"Circuitry","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

The turret has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YTA0YWIzMGZlODRm","flags":{},"name":"Gunner","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":20000},{"_id":"MDViN2IyZmI2YjY0","flags":{},"name":"Targeting Systems","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

The turret uses its Intelligence modi\u0000er for attacks, save DCs, and damage rolls.

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The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

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When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fi\u0000re damage on a failed save, or half as much on a successful one.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"NzJlNTNkOWE2NWZl","flags":{},"name":"Redirect","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"Y2UyMmIzNzg2NDA4","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The turret makes two burst attacks.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"N2JiODRjNDBkMmY5","flags":{},"name":"Burst Fire","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

.

The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"YWMwY2ZmOTcwZjk1","flags":{},"name":"Regulate","type":"feat","img":"systems/sw5e/packs/Icons/monsters/418_-_E-Web_Heavy_Repeating_Blaster/avatar.webp","data":{"description":{"value":"

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The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

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This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

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DesignationSemi-sentient
Average height

3 meters

Homeworld
Dromund Kaas

Swamp wampas were humanoid, semi-sentient predators, similar to the wampas of Hoth.

The only major differences between the two wampa species was that the wampas of Hoth had adapted to their surroundings with heavy fur coats to survive the harsh climate of the ice world; the swamp wampas, in comparison, had lighter fur coats due to their native warm climate and were found in the swamps and marshes of Dromund Kaas.

The two species were so similar that scientists believed swamp wampas may have directly descended from ice wampas.

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Average height

0,8 meters

Homeworld
Myrkr

The vornskr was a canine beast that could hunt using the Force.

Description

The vornskr, native to the planet Myrkr, were a wild, vicious canine species that had the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite.

To counteract this hunting method, the ysalamiri developed the ability to project a \"Force bubble,\" inside which no Force abilities could be used.

Vornskrs were primarily nocturnal hunters, and used their whip-like, mildly venomous tails to stun prey before finishing it off with their teeth. They were normally sedate during the day, but hunger or other factors would drive them to hunt during daylight hours.

Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.

Tyber Zann was known to use such creatures within the Zann Consortium. After taking the younger vornskrs away, the pups were trained as effective hunters for enemy troops that managed to escape the confines of their imprisonment.

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.

During the Peace Brigade attack on Yavin 4 during the Yuuzhan Vong War, Talon Karrde outsmarted the Peace Brigade by leading them into the hands of Kam Solusar and his wife Tionne. He achieved this by commanding his two vornskrs to find the Jedi and allowing the Peace Brigaders to follow the trail. Once he found the Jedi, the Peace Brigaders were effortlessly disposed of. During this pretended Jedi hunt, Talon Karrde convinced the Peace Brigaders into thinking that he was the owner of the last two remaining vornskrs. The Peace Brigaders seemed to believe him; however, the Yuuzhan Vong were informed by the traitorous New Republic Senator Viqi Shesh that the vornskrs hailed from Myrkr. The Yuuzhan Vong then used the species as a biological template for the voxyn.

Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas.

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The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

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If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 5 (1d6+2) kinetic damage plus 7 (2d6) poison damage.

If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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

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Sith Cyborg can cast an at-will force power.

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Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

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

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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

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Mand'alor makes one weapon attack.

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

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The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

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The juggernaut has advantage on saving throws against force powers.

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When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

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If the juggernaut is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

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The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points.

The juggernaut knows the following force

powers:

At-will: affect mind, denounce, feedback, saber ward

1st-level: force jump, improved feedback, sap vitality, wound

2nd-level: darkness, drain vitality, force sight

3rd-level: choke, force scream, sever force

4th-level: force immunity, shroud of darkness

5th-level: greater feedback, improved force scream,

improved phase strike

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Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

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The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

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Melee Weapon Attack +11, Reach 10 ft., One target. Hit : 10 (1d10+5) energy damage plus 9 (2d8) energy damage

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Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

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.

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

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.

Sith Cyborg can cast an at-will force power.

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.

Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

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

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points.

The junior engineer knows the following

tech powers:

At-will: combustive shot, electro shock, encrypted message

1st-level: absorb energy, energy shield, oil slick, smoke cloud

2nd-level: overheat, release, scorching ray

3rd-level: explosion, sabotage charges

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

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Ranged Weapon Attack +4, Range 100/400 ft., One target. Hit : 6 (1d8+2) energy damage

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.

After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

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.

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

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.

Mand'alor makes one weapon attack.

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.

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

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\"This hardy close-combat unit comprises a standard Trooper mounted atop a beast capable of detecting foes that would otherwise be imperceptible — such as concealed Jedi and Sith.\"

Organization type
Specialized Trooper

Leader(s)

  • Supreme Chancellor Sheev Palpatine
  • Jedi High Council
Headquarters
  • Tipoca City, Kamino
  • Galactic City, Coruscant
Date foundedc. 32 BBY, approximately 10 years before the Clone Wars
Date reorganized19 BBY, as the first generation of stormtroopers
Date dissolved19 BBY, Kamino cloning facilities shut down

Affiliation

Galactic Republic (Grand Army of the Republic)

The Mounted Trooper is a fast melee combat unit that can be trained at the Troop Center in Tech Level 1, as soon as an Animal Nursery has been built. It is effective against Mechs and Heavy Weapons, but can be countered by other Troopers and Fighters. It is also effective at taking down buildings very quickly.

For general information about troopers, see Trooper

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If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

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The trooper cannot be knocked prone, dismounted, or moved against it's will while mounted.

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While the trooper is mounted, the mount cannot be charmed or frightened.

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Melee Weapon Attack +4, Reach 10 ft., One target. Hit : 8 (1d12+2) kinetic damage

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Ranged Weapon Attack +3, Range 80/320 ft., One target. Hit : 6 (1d10+1) energy damage

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 9 (2d6+2) kinetic damage.

The target must succeed on a DC 13 Strength saving throw or be knocked prone.

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The trooper unleashes a torrent of flame in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

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

- Cad Bane, to Darth Maul

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

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

Characteristics

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

History

\"Show me.\"

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

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

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

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

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

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While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

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

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A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.


Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.


Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the final years of the Old Republic.

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Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

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

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The mercenary makes three weapon attacks.

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Ranged Weapon Attack +5, Range 30/120 ft., One target. Hit : 4 (1d4+2) energy damage

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Melee Weapon Attack +6, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

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

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Mand'alor makes one weapon attack.

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

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\"Efforts to transplant colonies of the energy spiders that produce the stuff haven't been very successful.\"

\"You're trying to get them to survive on other planets?\"

\"Yes, but they just stop feeding and die—\"

\"Good!\"

- Lando Calrissian and Han Solo, on Calrissian's efforts to expand glitterstim production

DesignationNon-sentient
Homeworld

Kessel

Energy spiders or spice spiders were arachnids that inhabited the spice mines of Kessel. They lived in complete darkness inside the mine's caves spinning webs made of glitterstim, a rare kind of spice. The spiders would shoot webbing from their mouths to capture prey, impale them and then quickly suck the life energy from them. The spiders were known to feed on bogeys, as they were sources of pure energy that caused the glitterstim to react and produce light, alerting the spiders to their presence. The spiders also disliked bright light, since they lived in pitch black caves. Energy spiders were, however, drawn to the light produced by the glitterstim-bogey interaction, and there are even cases of mistaking other lighting sources for this interaction. They were one of the many threats faced by the spice miners, especially those who wandered too deep into the caves where the spiders lived. Often, the administrators and superiors on Kessel would send disruptive prisoners to work in these deep tunnels, ensuring an often permanent solution to a prisoner problem. As energy spiders feed on energy, blaster bolts are ineffective against them and are merely absorbed. Curiously, ion weapons, since they affect energy and its distribution, are highly effective (but not lethal) against them.

A variant sub-species of energy spider was discovered by Han Solo and Leia Organa Solo while investigating a series of ground quakes on behalf of Lando Calrissian, owner of the spice mining operation. The newly discovered subspecies had a reddish hue and lacked the hooks and spines that are present on the arms of typical spiders. These \"red spiders\" were found to be herbivorous, feeding on the giant fungi found in the lower reaches of Kessel's spice mines. These red spiders had a poisonous effect on baseline energy spiders, allowing the two to coexist. Genetically, the two different types could even mate, though no documentation of the act nor results existed.

When fed ryll, the energy spiders would produce glitteryll and grow to large sizes. A number of the creatures were smuggled onto Ryloth, which proved to be one of the few other worlds capable of supporting them. A few made their way to Coruscant for the Coruscant Livestock Exchange and Exhibition following the establishment of the New Republic in its arthropod exhibit, along with toxin/adrenaline-producing orbalisks and Death Seed-producing drochs.

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Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

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

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

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While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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The spider ignores movement restrictions caused by webbing.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Ranged Weapon Attack +5, Range 30/60 ft., One target. Hit : 0 (0) damage.

The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

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DesignationNon-sentient
HomeworldTatooine
HabitatDesert
DietCarnivore

Wraids were large reptilian creatures found on many desert planets around the galaxy, including Tatooine and Korriban as well as other planets like Tython.

Characteristics

Wraids were pinkish-red in color and had very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They had large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also had two small back legs.

Wraids were often seen in clusters from two to six members. Generally, they would not harm passersby unless provoked, at which point their danger became immediately apparent.

Because of their ferocious appearance and short temper, they were a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates were rumored to have medical uses, but the market for them was very specific.

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If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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The Wraid makes two attacks, once with its ram and one with its claws.

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Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 13 (3d6+3) kinetic damage

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Manufacturer

Gordarl Weaponsmiths

TypeSonic cannon
Cost
  • 9.000 credits (new)
  • 5.000 credits (used)

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, was a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

Description

The LR1K cannon used sonic blaster technology that employed internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy was stabilized by a containment sphere within the cannon until impact against a target, at which point it broke up to create an omnidirectional blast. Commonly, the LR1K required two Geonosian or battle droid gunners to operate, although the cannon's advanced, highly-precise targeting computers were capable of doing most of the work. A critical hit with this weapon would instantly kill any average clone.

History

The sonic cannon was rushed into production when Archduke Poggle the Lesser joined the growing Separatist movement, prior to the official creation of the Confederacy of Independent Systems. An arsenal of sonic cannons were kept at the Petranaki arena, for use in the event of a creature break-out or a crowd control situation. Four cannons were deployed against a Jedi strike team in the arena, and many others were later deployed during the Battle of Geonosis against invading clone troopers on the planet's dusty plains. They were later used to defend Geonosis against the Republic's second planetary invasion. Several of the sonic cannons were deployed to defend mines on the planet Rishi.

The LR1K technology was later incorporated into the Imperial sonic blaster of the Galactic Empire.


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

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

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The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6 + 3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

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

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Up to four allies within 120 feet of the Admiral that can hear it can each use their reaction to make one weapon attack.

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The officer targets up to four allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed

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\"I haven't felt you this tense since we fell into that nest of gundarks.\"

―Obi-Wan Kenobi to Anakin Skywalker

DesignationSemi-sentient
Average height1,0 - 2,5 meters
Homeworld
Vanquor

Gundarks were fearsome anthropoid from Vanqor known as one of the most vicious, strong, and aggressive species in the galaxy. These non-sentient creatures stood between 1 and 2.5 meters tall, with four powerful arms and large ears as wide as their head. Both their hands and feet ended with opposable digits. Gundarks were covered in short brown or gray hair.

Biology and appearance

\"I wanna get off this planet now. This place is crawling with gundarks!\"

―Castas, about the planet Vanqor

Gundarks were birthed live with black coats of fur, and were able to fight almost from birth. A gundark's hair lightened as it grew older and its large, bat-themed ears began to enlarge until, at puberty, they reach the width of its head, hence the expression \"strong enough to pull the ears off a gundark.\" These creatures were born with only two of its four adult arms, with the second pair emerging during adolescence.

There were several subspecies of gundark, including the Burskan gundark of Burska and an unidentified green subspecies with four equal sized arms, a tail ending in a pincher-like pair of claws, two toed feet, and a more reptilian appearance. Another sub-species was the Brachian Beastlord which was found on the moon Lamus. It was particularly vicious compared to main-line gundarks, and had a poisonous bite.

In addition to true gundarks, other species of carnivores were called gundarks by a young scientist named Kin Kimdyara, not because of physical resemblance but because of a similarly vicious, surly temperament. These species included the long-necked gundark of Kharzet III and the aquatic gundark of Yavin 4.

Behaviour and intelligence

Though not quite as intelligent as sentient creatures, gundarks were advanced enough to use simple tools such as rocks and clubs. (In spite of this, the expression \"gundark brain\" was used as an intelligence insult.) They lived in organized family units inside hollowed-out trees or caves. Several gundark families often lived together as a tribe, working for their common survival. Gundark society was matriarchal, with the oldest and most cunning female ruling the tribe. Males built the tribal homes and defended them ferociously from all intruders, attacking anything that entered the vicinity of the nest (and even some things that did not). Female gundarks were usually hunter-gatherers, acquiring the food needed by the tribe and training the young gundarks who weren't old enough to go out on their own.

Gundarks had intense sibling rivalries that sometimes ended in fatalities. Young gundarks usually set out on their own after five standard years with their clan, fighting their way into a new clan whom they would then call family. This practice helped the gundarks keep a great deal of genetic diversity. Gundarks usually hunted in groups when out for food or protecting the home. Male gundarks were particularly fierce while on the hunt, and female gundarks considered most sentient species to be their food.

Combat

\"You look strong enough to pull the ears off a gundark.\"

―Han Solo to Luke Skywalker

In gladiatorial arenas, a gundark was one of the most dangerous and feared opponents. The gundark's short temper and thirst for blood meant that it would attack without provocation. A battle-scarred gundark was frequently the favored creature in most arena matches, even against opponents such as rancors or trompa. Because of a gundark's especially keen senses they were sometimes put into contests blinded or blindfolded to make the event \"more sporting\". Spectators would wait to see how long a less formidable creature could stay away from the gundark's lethal embrace. The fearsome and unpredictable nature of the four-armed beast encouraged trainers to handle it with extreme caution. Trainers would often use a force pike to control their gundark, or else assign it a special guard detail. Gundarks were often kept sedated during transport. Due to the cost of gundark containment measures, trainers rarely had more than one in their pool of gladiators.

Gundarks normally fought with bare hands and relied on their enormous four-armed strength to overcome opponents, but were also capable of using simple blunt weapons such as clubs. Gundarks were strong enough to smash bones with their hands. In the wild, they often ambushed opponents, hiding until their prey was within close range and taking the victim by surprise. If unarmed, a gundark would often try to grapple its foe in an attempt to crush it to death.

History

By the time of the Cold War, gundarks predominated in the jungles of Dromund Kaas as one the species at the top of the food chain. Thereafter gundarks were found on many worlds throughout the galaxy (such as Naboo and Alaris Prime) and tended to live in temperate climates, though reports of arctic and desert gundarks were heard. The gundark homeworld was most possibly Vanqor, for that was the only planet they were found on during the Clone Wars. Most gundark populations on other worlds were the offspring of escaped slaves or groups moved to new planets by Galactic Republic agents attempting to protect them from slavery. Though it was illegal to capture or hunt gundarks on many planets the creatures were often captured and sold on the black market. Because of their reputation as fearless combatants, gundarks were placed in gladiatorial arenas, and were considered the ultimate prey by many big game hunters.

Saying that someone \"looked strong enough to pull the ears off a gundark\" meant that they were healthy and unusually strong.

At some point prior to Anakin and Obi-Wan's assignment of guarding Senator Padmé Amidala from an assassination attempt, Obi-Wan and Anakin fell into a Gundark's nest, with Obi-Wan noting that, until guarding the senator, this had been the most tense Anakin had been, although Anakin reminded Obi-Wan that Anakin went in the nest to rescue Obi-Wan.

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When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

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The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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The gundark can make four attacks: two with its claws and two with its gigantic claws.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"MjA1ZDkwMTJiMGRh","flags":{},"name":"Claw","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/069_-_Gundark_2C_Adult/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 6 (1d6+3) kinetic damage

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 12 (2d8+3) kinetic damage

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\"What's in there?\"

\"Only what you take with you.\"

- Yoda and Luke Skywalker

The Dark Spirit was a protean manifestation of the dark side of the Force that dwelt within the Dark Side Cave on the planet Dagobah. In the years that followed the birth of the Galactic Empire in 19 BBY, a number of individuals confronted the Spirit. Those included the Jedi Master Yoda, who faced an apparition of the Galactic Emperor Palpatine. Twenty-two years later, the young Luke Skywalker also dueled the mysterious entity during his apprenticeship under Yoda, where the Spirit assumed the form of Darth Vader, his father.

History

\"That which you seek, inside you will find.\"

- Yoda to Galen Marek's clone

Toward the end of the Clone Wars in 19 BBY, a lone Dark Jedi was mortally wounded after a duel with the Jedi Master Yoda. The darksider was able to retreat into a cave on the swamp planet of Dagobah, where he took his last breath. The site of the Dark Jedi's death absorbed their dark energies. It became the Cave of Evil and was haunted by a protean manifestation of the dark side known as the Dark Spirit. That fearful phantom was endowed with prophetic powers, and those who confronted it would learn about the darker side of their own nature. Although bound to the cave, the Dark Spirit could still roam the swamp-covered landscape of Dagobah, radiating an aura of fear and hate that could cloud the minds of most Force-sensitive individuals, thus weakening or even paralyzing them in the process. At least one other entity with similar powers was known to have existed in the Dark Force Temple located on the planet Dromund Kaas.

Shortly after the death of the Dark Jedi, the autocratic Galactic Empire was formed, and Yoda chose to settle on Dagobah in order to avoid the new government's anti-Jedi persecutions. At some point, the old Jedi Master explored the Cave of Evil. He came to face the Dark Spirit, which had taken the form of his arch-foe Palpatine, Galactic Emperor and Dark Lord of the Sith.[8] Immediately before his self-imposed exile on Dagobah, Yoda had fought the real Palpatine in the Grand Convocation Chamber of the Senate Rotunda, and the Jedi had been forced to flee. Now in the Cave, Yoda confronted the grinning Spirit without his lightsaber, only armed with a gimer stick.

In 1 BBY, the clone of the late Galen Marek, pioneer of the Rebel Alliance, came to Dagobah with the desire to find his identity. After entering the Cave of Evil, he encountered the Dark Spirit, who took several shapes. First, the entity appeared as several \"clones\" of the young man, all entangled in vines and asking for help. A little further on, the spirit transformed into the captain Juno Eclipse, an old acquaintance of Marek, standing on the bridge of a ship. The clone then saw the false Eclipse getting attacked, which filled him with distress. He called out to the apparition, but both Eclipse and the rest of the vision faded all of a sudden.

Two years later, the young Force-sensitive Zak Arranda accidentally led a group of cannibal younglings into the Cave. The Dark Spirit tortured them reenacting scenes of their past, when their parents were forced to nourish them upon their own flesh.

By 3 ABY, Yoda had been hiding from the Empire for years. As part of his training, Yoda sent the young Luke Skywalker into the cave to confront the Dark Spirit. Upon the apprentice's entry, the phantom took the form of Darth Vader, a Sith Lord and Palpatine's second-in-command. Unbeknownst to the young apprentice, Vader had once been a Jedi Knight named Anakin Skywalker and was also his father, whom Skywalker had been led to believe to have been murdered by Vader. After a short duel, Skywalker gave in to rage and beheaded the spirit. As the apprentice watched the helmet-encased head fall to the ground, the Dark Spirit's armored body completely vanished in the shadows. For a moment the helmet remained on the ground completely still, then its faceplate exploded, revealing Luke Skywalker's own face, looking up at him. The young apprentice realized that, although that construct had been defeated, he still had much training left to do before confronting the real Vader. In no time, the ghostly vision of the decapitated head dissolved into nothingness.

Powers and abilities

\"Help me! Help me!\"

- The Spirit to Galen Marek's clone, in the form of several other clones

The Dark Spirit was able take on the form of its intended victim's fears or darker sides. It could move unhindered and nearly undetected through the swamp of Dagobah, only being noticed by strong Force-sensitives. In battle, the entity radiated an aura of hate and fear that could unnerve and even paralyze an opponent. Unlike Force ghosts, which were normally impalpable, the Spirit had all the appearances of tangibility for those who faced it. As Darth Vader, and Palpatine, it even used a phantom lightsaber that could cut like a genuine lightsaber. More than just morphing into a single being, the spirit could actually assume the shape of several individuals at a time and mimic entire scenes with a realistic background. It could also alter the vision that its victim had of their own appearance.

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The spirit's forceasting ability is Charisma (force save DC 23). It can innately cast the following force powers: At will: coerce mind, fear, improved feedback, sense force, sever force 3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis 1/day each: dominate monster, improved force camouflage, mass animation

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

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The spirit has advantage on saving throws against tech powers.

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The spirirt attacks twice with Force Saber.

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Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

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.

The spirit teleports up to 120 feet into an unoccupied space it can see.

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.

The spirit attacks once with Force Saber.

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Ranged Weapon Attack +13, Range 60 ft., One target. Hit : 14 (4d6) necrotic damage.

The target must succeed on a DC 23 Strength saving throw or become shocked until the end of their next turn.

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The spirit casts coerce mind or fear.

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The spirit uses its teleport action.

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

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The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

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The Specialist has advantage on saving throws against tech powers.

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When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

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The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (1d6+7) kinetic damage plus 7 (2d6) kinetic damage

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Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

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The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield,

charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas,

tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

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The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

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The Specialist has advantage on saving throws against tech powers.

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When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

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The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.

Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

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The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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Ranged Weapon Attack +10, Range 150/600 ft., One target. Hit : 13 (1d12+7) energy damage plus 10 (3d6) energy damage

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Melee Weapon Attack +10, Reach 5 ft., One target. Hit : 10 (1d6+7) kinetic damage plus 7 (2d6) kinetic damage

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\"Gonk. Gonk.\"

- A GNK droid

ManufacturerIndustrial Automaton
ClassPower droid
Cost
  • 100 credits (new) + weapons
  • 60 credits (used) + weapons
Height1,1 meters

GNK power droids, also known as gonk droids, were an Industrial Automaton knockoff of the successful EG-6 power droid.

Characteristics

GNK power droids were effectively power generators with legs and simple artificial intelligence so they could understand rudimentary commands. They were most commonly found on under-developed worlds that did not have an expansive power grid, or in mobile military operations.

They often made a low honking noise that sounded like the word \"gonk,\" resulting in the nickname gonk droids or simply gonks. This form of droidspeak was referred to as \"Gonkian.\"

History

A year before the Clone Wars, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings. Jedi Master Mace Windu, joining the mission to Fondor, handily defeated a GNK attack with his lightsaber, neatly severing the blaster that had emerged from beneath a lid in the droid's upper frame.

Sometime after the Battle of Endor, rumors began to spread regarding a \"Cult of the Power Droids.\" Apparently, a pair of GNK Power Droids would come to one's door and request funding for a fringe religious group. Advice from renowned linguist Ebenn Q3 Baobab was that one should merely utter the phrase \"Gonk. Gonk. Gonk ko kyenga see,\" a highly controversial statement that was not allowed to be legally translated (see Baobab Security Directive 51-C).

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When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

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Ranged Weapon Attack +3, Range 60/240 ft., One target. Hit : 5 (1d8+1) energy damage

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

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The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.


The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.


The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).


The units often travel in packs for increased firepower.


The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.


During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

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

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

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

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The construct makes three attacks with its repeating blaster cannon.

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Ranged Weapon Attack +6, Range 60/240 ft., One target. Hit : 12 (2d8+3) energy damage

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The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.

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HomeworldDagobah

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah.

It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

In addition to the very large ones, there were also some smaller, knee-height ones; Luke Skywalker ended up facing a number of these in his training.

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When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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The spider makes two slam attacks.

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Melee Weapon Attack +7, Reach 10 ft., One target. Hit : 13 (2d8+4) kinetic damage

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.

The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 15 (2d10+4) kinetic damage.

The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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ASPECTS OF THE FORCE:

The Ashla, the Bogan and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.


Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.


Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.


The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.


If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

","public":""},"alignment":"Chaotic Dark","species":"","type":"force entity","environment":"","cr":25,"powerForceLevel":0,"powerTechLevel":0,"xp":{"value":75000},"source":"Roll 20","race":"","class":""},"traits":{"size":"huge","di":{"value":["cold","necrotic","poison"],"custom":"Kinetic And Energy Damage From Unenhanced Attacks"},"dr":{"value":["lightning","psychic"],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened","poisoned"],"custom":""},"senses":"truesight 100 ft., passive Perception 21","languages":{"value":[],"custom":"All"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"dec":{"value":1,"ability":"cha","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":7,"passive":25,"prof":8,"total":15},"inv":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"lor":{"value":0,"ability":"int"},"med":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"nat":{"value":0,"ability":"int","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"pil":{"value":0,"ability":"int"},"prc":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":21,"prof":8,"total":11},"prf":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"per":{"value":0,"ability":"cha","bonus":0,"mod":7,"passive":17,"prof":0,"total":7},"slt":{"value":0,"ability":"dex","bonus":0,"mod":5,"passive":15,"prof":0,"total":5},"ste":{"value":1,"ability":"dex","bonus":0,"mod":5,"passive":23,"prof":8,"total":13},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"value":0,"max":0,"override":null},"power2":{"value":0,"max":0,"override":null},"power3":{"value":0,"max":0,"override":null},"power4":{"value":0,"max":0,"override":null},"power5":{"value":0,"max":0,"override":null},"power6":{"value":0,"max":0,"override":null},"power7":{"value":0,"max":0,"override":null},"power8":{"value":0,"max":0,"override":null},"power9":{"value":0,"max":0,"override":null},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"dc":""}},"resources":{"legact":{"value":3,"max":3},"legres":{"value":3,"max":3},"lair":{"value":true,"initiative":20}}},"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","token":{"flags":{},"name":"The Bogan","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/token.webp","tint":null,"width":3,"height":3,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":15,"brightSight":15,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"CwwUeeatJEeQKQgX","actorLink":false,"actorData":{"data":{"attributes":{"bar1":{"value":350,"max":350},"bar2":{"value":20,"max":0}}}},"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MDhhNjExNDZlOTNj","flags":{},"name":"Born of the Dark Side","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":10000},{"_id":"YjdjZjEzYWNkZmYy","flags":{},"name":"Enhanced Attacks","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan's attacks are enhanced.

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The Bogan does not provoke attacks of opportunity while flying.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":30000},{"_id":"OWZhMGJmOTI4ZDBm","flags":{},"name":"Innate Forcecasting","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:

At will: darkness, enfeeble, feedback, force push/pull, force

throw, sever force, wound

3/day each: crush, fear, force lightning, force suppression,

improved force scream

1/day each: death field, improved force camouflage, rage, ruin

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":40000},{"_id":"NzNjM2YzMGRhYjk1","flags":{},"name":"Legendary Resistance (3/day)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":50000},{"_id":"YjA3YmUwOWNmMzc3","flags":{},"name":"Limited Force Immunity","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":60000},{"_id":"MDVhYmM2MzBjNWM1","flags":{},"name":"Shield of the Light","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":70000},{"_id":"ODNiZDY1NDcwYWMw","flags":{},"name":"Multiattack","type":"feat","img":"systems/dnd5e/icons/skills/green_03.jpg","data":{"description":{"value":"

.

The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":80000},{"_id":"NTkxNzY1ODk5OTRl","flags":{},"name":"Bite","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 5 ft., One target. Hit : 28 (4d10+6) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":90000},{"_id":"YjQ0YWMxY2EzZmE2","flags":{},"name":"Claws","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 10 ft., One target. Hit : 16 (3d6+6) kinetic damage.

The target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

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Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 24 (4d8+6) kinetic damage.

The target must succeed on a DC 22 Strength saving throw or be knocked prone.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8+6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":110000},{"_id":"NmQ0MjI0ODFkZmQ3","flags":{},"name":"Blade of the Darksider (one handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 15 (2d8+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":120000},{"_id":"ZGI2YTg2YjQ0MmQw","flags":{},"name":"Blade of the Darksider (two handed)","type":"weapon","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

Melee Weapon Attack +14, Reach 15 ft., One target. Hit : 17 (2d10+6) kinetic damage plus 27 (6d8) force damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attuned":false,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":15,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10+6","kinetic"],["6d8","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"sort":130000},{"_id":"YTY3ZDQyNGRiOGVk","flags":{},"name":"Hide","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan takes the Hide action.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":140000},{"_id":"NzRkNmVjMzJiY2Y0","flags":{},"name":"Teleport","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan teleports to a location it can see within 100 feet of it.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":150000},{"_id":"MGE1Zjg4NzgxYTcx","flags":{},"name":"Innate Power (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan casts an innate power.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":160000},{"_id":"YTBjMzc4NGZhOTVh","flags":{},"name":"Shroud (Costs 2 Actions)","type":"feat","img":"systems/sw5e/packs/Icons/monsters/281_-_The_Bogan/avatar.webp","data":{"description":{"value":"

.

The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

","chat":"","unidentified":""},"source":"","activation":{"type":"legendary","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":"","long":"","units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":170000}]}