From d48a25bf2f771a55f5500288f001bbebd0a943ac Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Wed, 3 Mar 2021 00:58:56 -0500 Subject: [PATCH] Revert 000 Series Droid and update migration - Reverted UUID for 000 Series Protocol Droid. - Updated NPC migration to check for dataVersion flag and shortcut out - Attempted to add Item migration like NPC migration to fix power concentration and prerequisites, but it fails on compendium pull --- module/migration.js | 51 +++++++++++++++++++++++++++++++++++++---- packs/packs/monsters.db | 2 +- 2 files changed, 48 insertions(+), 5 deletions(-) diff --git a/module/migration.js b/module/migration.js index c26b4710..e0fb11f9 100644 --- a/module/migration.js +++ b/module/migration.js @@ -201,8 +201,9 @@ function cleanActorData(actorData) { */ export const migrateItemData = function(item) { const updateData = {}; - _migrateItemClassPowerCasting(item, updateData) + _migrateItemClassPowerCasting(item, updateData); _migrateItemAttunement(item, updateData); + _migrateItemPower(item, updateData); return updateData; }; @@ -250,10 +251,14 @@ function _updateNPCData(actor) { let actorData = actor.data; const updateData = {}; -// check for flag.core + // check for flag.core, if not there is no compendium monster so exit const hasSource = actor?.flags?.core?.sourceId !== undefined; if (!hasSource) return actor; // shortcut out if dataVersion flag is set to 1.2.4 + const hasDataVersion = actor?.flags?.dataVersion !== undefined; + // TODO update check to do version checking + if ((hasDataVersion) && (actor.flags.dataVersion === "1.2.4")) return actor; + // Check to see what the source of NPC is const sourceId = actor.flags.core.sourceId; const coreSource = sourceId.substr(0,sourceId.length-17); const core_id = sourceId.substr(sourceId.length-16,16); @@ -285,10 +290,8 @@ function _updateNPCData(actor) { } const liveActor = game.actors.get(actor._id); - liveActor.createEmbeddedEntity("OwnedItem", newPowers); - // let updateActor = await actor.createOwnedItem(newPowers); // set flag to check to see if migration has been done so we don't do it again. liveActor.setFlag("sw5e", "dataVersion", "1.2.4"); }) @@ -453,6 +456,46 @@ function _migrateItemClassPowerCasting(item, updateData) { return updateData; } +/* -------------------------------------------- */ + +/** + * @private + */ +function _migrateItemPower(item, updateData) { + if (item.type === "power"){ + // check for flag.core, if not there is no compendium monster so exit + const hasSource = item?.flags?.core?.sourceId !== undefined; + if (!hasSource) return updateData; + // shortcut out if dataVersion flag is set to 1.2.4 + const hasDataVersion = item?.flags?.dataVersion !== undefined; + // TODO update check to do version checking + if ((hasDataVersion) && (item.flags.dataVersion === "1.2.4")) return updateData; + // Check to see what the source of item is + const sourceId = item.flags.core.sourceId; + const coreSource = sourceId.substr(0,sourceId.length-17); + const core_id = sourceId.substr(sourceId.length-16,16); + let compendiumPowerType = "none" + if (coreSource === "Compendium.sw5e.forcepowers"){ + compendiumPowerType = "sw5e.forcepowers" + }else if (coreSource === "Compendium.sw5e.techpowers"){ + compendiumPowerType = "sw5e.techpowers"; + } + if (compendiumPowerType !== "none") { + game.packs.get(compendiumPowerType).getEntity(core_id).then(compPower => { + const powerData = compPower.data.data; + // Update all the item data + updateData["data"] = powerData; + + // set flag to check to see if migration has been done so we don't do it again. + const liveItem = game.items.get(item._id); + liveItem.setFlag("sw5e", "dataVersion", "1.2.4"); + }) + } + + } + + return updateData; +} /* -------------------------------------------- */ diff --git a/packs/packs/monsters.db b/packs/packs/monsters.db index f0f90a87..c3f6218e 100644 --- a/packs/packs/monsters.db +++ b/packs/packs/monsters.db @@ -56,7 +56,6 @@ {"_id":"8JXB58WQr33ZzTgg","name":"Inquisitor, Master","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":18,"proficient":1,"min":3,"mod":4,"save":7,"prof":3,"saveBonus":0,"checkBonus":0},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"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":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0},"cha":{"value":17,"proficient":1,"min":3,"mod":3,"save":6,"prof":3,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":16,"min":0,"formula":"heavy combat suit"},"hp":{"value":110,"min":0,"max":110,"temp":0,"tempmax":0,"formula":"20d8+20"},"init":{"value":0,"bonus":0,"mod":4,"prof":0,"total":4},"powercasting":"sentinel","force":{"known":{"value":0,"max":0},"points":{"value":33,"min":0,"max":33,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":3,"powerdc":11,"bar1":{"value":110,"min":0,"max":110},"bar2":{"value":16,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"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 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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"NzYzM2UyNGNmZTc4","name":"Force Resistance","type":"feat","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"ZDFiOTc4YTUwYjk4","name":"War Casting","type":"feat","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"M2I4ZGRjOWQyNDE4","name":"Spinning Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 17 (3d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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":[["3d8+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,"attunement":0},"sort":40000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"OGYzZDYyYjZhMDcy","name":"Doublesaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 8 (1d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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":[["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,"attunement":0},"sort":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"ZmQ2ZjdhNTQ1MjY2","name":"Dark Lightning","type":"weapon","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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":"cha","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","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,"attunement":0},"sort":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/216_-_Inquisitor_2C_Master/avatar.webp","effects":[]},{"_id":"8swzEmd7FbiOAM5b","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"RUFrbHvMaa7hlYKI","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"X3x2WFqOi6LhCBpu","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"rsfe6SuC67x7f5OD","name":"Mind Trick","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

\n

On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1svmnRR3v0KEGeDZ"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Mind%20Trick.webp","effects":[]},{"_id":"Vrzs3Csa5bMBUvVX","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"YvlPA4g5siUHCiWZ","name":"Slow","type":"power","data":{"description":{"value":"

A hostile creature of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 10 feet until the power ends.

\n

The target’s speed decreases by 5 more feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":15,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.maQoLsCcelDb2hWJ"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Slow.webp","effects":[]},{"_id":"U9CNJOzCOPB7AVU7","name":"Animate Weapon","type":"power","data":{"description":{"value":"

You select a melee weapon you wield, or one melee weapon within range that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for the duration or until you cast this power again. When you use this power, you can cause the weapon to move up to 20 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon.

\n

While the weapon is animated, on each of your turns you can use a bonus action to move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. At any time, you can end this force power to return the animated weapon to your hand.

\n

An enemy can attempt to gain control of the weapon by using its action to make a Strength (Athletics) check against your force save DC. On a success, the creature gains control of the weapon and the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the weapon’s damage increases by 1d8 for every two slot levels above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"wis","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.WG79exTllchDSK6M"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WBPvWT5Wi7SNAgYK","name":"Improved Dark Side Tendrils","type":"power","data":{"description":{"value":"

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dark Side Tendrils Power"},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"2d6","save":{"ability":"str","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eVl00unU1rsuQ0MN"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Improved%20Dark%20Side%20Tendrils.webp","effects":[]},{"_id":"ngwDg6Y4hhsV58RK","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"iGfTEW41sozTa3JT","name":"Drain Life","type":"power","data":{"description":{"value":"

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"ZCJtQ8I1gVuv2dpl","name":"Force Sight","type":"power","data":{"description":{"value":"

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ViToiAhGigFrMS36","name":"Force Suppression","type":"power","data":{"description":{"value":"

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, you automatically end the effects of a force power on the target if the power’s level is equal to or less than the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XYHAKmU4gHSzRK3I"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Suppression.webp","effects":[]},{"_id":"79KIZMhnhxzLesuw","name":"Horror","type":"power","data":{"description":{"value":"

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"h3fAu2O7IOVY3UTG","name":"Force Jump","type":"power","data":{"description":{"value":"

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"kD1d9yO1tac5NsJm","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"BUp8wYTgHSH01UkE","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"aOIP6z1qy7MZXXVN","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"}},"img":"icons/svg/mystery-man.svg","effects":[]}],"effects":[]} {"_id":"8LvFMaPcHZwWmHr3","name":"Demolitions Commando","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0},"dex":{"value":22,"proficient":0,"min":3,"mod":6,"save":6,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"int":{"value":18,"proficient":0,"min":3,"mod":4,"save":4,"prof":0,"saveBonus":0,"checkBonus":0},"wis":{"value":16,"proficient":0,"min":3,"mod":3,"save":3,"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":19,"min":0,"formula":"powered battle armor, light shield generator"},"hp":{"value":150,"min":0,"max":150,"temp":0,"tempmax":0,"formula":"20d8+80"},"init":{"value":0,"bonus":0,"mod":6,"prof":0,"total":6},"powercasting":"innate","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"tech":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":null,"tempmax":null},"level":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":5,"powerdc":13,"bar1":{"value":150,"min":0,"max":150},"bar2":{"value":19,"min":0,"max":0},"senses":{"darkvision":60},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false},"details":{"biography":{"value":"

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.

","public":""},"alignment":"Lawful Light","species":"","type":"humanoid (human)","environment":"","cr":15,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":13000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":"Energy And Kinetic From Unenhanced Sources"},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, One Other"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0.5,"ability":"dex","bonus":0,"mod":6,"passive":18,"prof":2,"total":8},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":0,"ability":"str","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"dec":{"value":0,"ability":"cha","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ins":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"itm":{"value":0.5,"ability":"cha","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"inv":{"value":0,"ability":"int","bonus":0,"mod":4,"passive":14,"prof":0,"total":4},"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":4,"passive":14,"prof":0,"total":4},"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":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":6,"passive":16,"prof":0,"total":6},"ste":{"value":0,"ability":"dex","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"sur":{"value":0.5,"ability":"wis","bonus":0,"mod":3,"passive":15,"prof":2,"total":5},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power2":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power3":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null},"power4":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":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":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"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/286_-_Demolitions_Commando/avatar.webp","token":{"flags":{},"name":"Demolitions Commando","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_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,"lightAnimation":{"speed":5,"intensity":5},"actorId":"8LvFMaPcHZwWmHr3","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"MWE3MmE3Yjc3NDky","name":"Aggressive","type":"feat","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"MTY0MGIzOGY4NDQz","name":"Brave","type":"feat","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"ODhiOTNiNzY4Mzcy","name":"Close Quarters Shooter","type":"feat","data":{"description":{"value":"

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.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"NzJlODdkMGI2YWZl","name":"IWS","type":"feat","data":{"description":{"value":"

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

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"MjM2ZDc5NGIyMmFj","name":"Breaching Charge Expert","type":"feat","data":{"description":{"value":"

When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"YjlmZWNiZmNmMmRk","name":"Innate Techcasting","type":"feat","data":{"description":{"value":"

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

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"ZjFmM2I5ZjNiOTU2","name":"Volatile Reflexes","type":"feat","data":{"description":{"value":"

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.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"ZDE4MjI4ODZlMjNj","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The commando makes three 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":80000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZjIzNzBmZGE2ODQw","name":"IWS Blaster Mode","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8+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,"attunement":0},"sort":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"OWVlMGYwZmE5Y2Zk","name":"IWS Sniper Mode","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"rwak","attackBonus":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+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,"attunement":0},"sort":100000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"YzhmMGI5ZmM2YzYx","name":"IWS Antiarmor Mode (6/day)","type":"feat","data":{"description":{"value":"

.

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.

","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":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"OWQ0ZmNjOGY3ZmIx","name":"Hidden Blade","type":"weapon","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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":8,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+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,"attunement":0},"sort":120000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/286_-_Demolitions_Commando/avatar.webp","effects":[]},{"_id":"Bx43gpoVxKQjzdDE","name":"Combustive Shot","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.to84bBMy9F4zYZ5I"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp","effects":[]},{"_id":"rPkgUMnyyKdApQ1u","name":"Jet of Flame","type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.HoshRCTHW8vntDCg"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp","effects":[]},{"_id":"USWd1m0idY8DXlHm","name":"Explosion","type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":3,"max":"3","per":"day"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.NWjxsCnJIzNxIUzH"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp","effects":[]}],"effects":[]} {"_id":"8W1L8wPbSD2I5BVu","name":"Gamorrean Minion","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3},"type":"npc","data":{"abilities":{"str":{"value":15,"proficient":0,"min":3,"mod":2,"save":2,"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":16,"proficient":0,"min":3,"mod":3,"save":3,"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":10,"proficient":0,"min":3,"mod":0,"save":0,"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":"15","min":0,"formula":"natural armor"},"hp":{"value":23,"min":0,"max":23,"temp":0,"tempmax":0,"formula":"3d8+9"},"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":40,"units":"ft","hover":false},"prof":2,"powerdc":10,"bar1":{"value":23,"min":0,"max":23},"bar2":{"value":15,"min":0,"max":0},"senses":{"special":"passive Perception 10"}},"details":{"biography":{"value":"

\"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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/372_-_Gamorrean_Minion/avatar.webp","effects":[]},{"_id":"ODM5YzNhOTU4MmVj","name":"Brutal Critical","type":"feat","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.

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Melee Weapon Attack +4, Reach 5 ft., One target. Hit : 8 (1d10+3) kinetic damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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,"attunement":0},"sort":30000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/372_-_Gamorrean_Minion/avatar.webp","effects":[]}],"effects":[]} -{"_id":"8g6PyJChT3vJmD7W","name":"000 Series Protocol Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3,"yXqD5rPwgjXHtqeZ":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":11,"min":0,"formula":"armor plating"},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 +5"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":11,"max":0},"points":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0},"level":5},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":11,"min":0,"max":0},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false,"encumbrance":{"value":1,"max":150,"pct":0.6666666666666666,"encumbered":false},"powerForceLightDC":11,"powerForceDarkDC":12,"powerForceUnivDC":12,"powerTechDC":12},"details":{"biography":{"value":"

\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":450},"source":"Roll 20","race":"","class":"","powerLevel":2},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","diseased"],"custom":""},"languages":{"value":[],"custom":"All Registered Languages"}},"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":1,"passive":11,"prof":0,"total":1},"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":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"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":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12}},"powers":{"power1":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power2":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power3":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power4":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power5":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power6":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power7":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power8":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power9":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0,"fmax":0,"fvalue":0,"tmax":0,"tvalue":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceUnivDC":"","forceDarkDC":"","techDC":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"sort":100001,"flags":{"core":{"sourceId":"Compendium.sw5e.monsters.q6VLvC901RvRuPSg"}},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","token":{"flags":{},"name":"000 Series Protocol Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/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,"lightAnimation":{"speed":5,"intensity":5},"actorId":"8g6PyJChT3vJmD7W","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTM1NzE4M2JjYTYx","name":"Techcasting.","type":"feat","data":{"description":{"value":"

The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"MDg1YzU1ZWIxMGIy","name":"Tortuous Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"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":[["1d4","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":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"CraODxT320kaRdDH","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"fb4H2sSSG40TQHex","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"j5531jRddUYxeO1m","name":"Venomous Strike","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xs0igvxRAzGwZqik"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp","effects":[]},{"_id":"FMPo1lrIxRzKpLR4","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"uVQDVsfBiGvo1t3d","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"XJEv8qwMixQoyrAw","name":"Toxin Scan","type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gu0quvGXQMeqePqd"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp","effects":[]},{"_id":"Dyh8sdEhR6rAgHpp","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"Ea9DbzPLunfkpiaw","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"neTgc8DpqXsoIkKm","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"BvoN20CHqmLmSu8d","name":"Truth Serum","type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":1020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DXdtjkn0Zg8JP8YT"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp","effects":[]},{"_id":"PmBaO0hHeF1EY2RW","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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\"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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Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.


Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.


Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.


It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.


All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.


Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.


When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.


Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its \"body\" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.


History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.


As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the \"rot god\".


MNGGAL-MNGGAL ZOMBIE TEMPLATE

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.


Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.


Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.


All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.


Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.


Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.


Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature SizeDamage
Medium or Smaller1d10
Large2d10
Huge3d10
Gargantuan
5d10
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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 +0, Range 100/400 ft., One target. Hit : 2 (1d8-2) 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 Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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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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\"Mynocks. Probably chewing on the power cables.\"

- Han Solo

DesignationNon-sentient
Races
  • Mutant mynock
  • Sentient mynock
  • Vynock
Average length1 to 1,6 meters
Average wingspan1 to 1,25 meters
Average mass8 kilograms
Homeworld
  • Ord Mynock (possibly)
  • Fondor

Mynocks were silicon-based parasitical organisms found across the galaxy that were often seen leeching power from spacecraft. In addition, they could absorb matter from a ship's hull causing it to breach, and if not caught in time, cause catastrophic failure.

Anatomy

\"Look, General—mynocks!\"

\"I see them! Miraculous beings… One of the few creatures able to survive the cold vacuum of space.\"

\"Best not to get too close, General—they'll eat through our power cables as soon as look at us!\"

- Cody and Obi-Wan Kenobi

Mynocks often attached themselves to passing starships to chew on power cables. A drop in the power of the hyperdrive could increase the travel time.[3] They were considered parasites by pilots and starport personnel, and failure to properly shake them off in orbit before landing could result in quarantine.

Mynocks were one of the few species that could live in the vacuum of space. They had bat-like wings which they could use to fly in atmospheres. However, they were often limited to the vacuum of space due to an allergy to helium found in the atmosphere of many planets. This allergic reaction would cause them to inflate and nearly explode before dying. Many spacewalking sport hunters would kill mynocks by attaching helium-based grenades to them in what was called \"Mynock Puffing\".

They fed on electrical, stellar, and electromagnetic energy, and would thus attach themselves to power cables or ion ports on ships and structures. The energy was absorbed through a big sucker-like mouth located between their eye stalks. Some Mynocks had legs, while others were legless. In atmospheres, a mynock produced a loud, piercing screech. As they lacked any major organs, they reproduced by mitosis, but only after they had consumed enough material required for replication. A few (sub)species appeared to have existed, including one that had a normal mouth, rather than a sucker-like one, and another that had blue skin and gave birth to live young.

They were commonly eaten by another silicon-based creature, the exogorth, and were the favorite prey of tailrings, who devoured them with voracious relish. Swarms of mynocks could be found alive, flying around a space slug's innards for an extended period of time before digestion began. While living in a slug, they could obtain sustenance by feeding on its veins and intestinal lining. Despite being a silicon-based lifeform, a properly prepared mynock could also be ingested by carbon-based life forms; they were sometimes used in Twi'lek cuisine, such as Mynock Coronet City. However, they were usually seen as a last resort meal by converting their flesh into bioplasma for space stations or colonists, albeit low quality and bitter tasting rations.

Mynocks tended to flock together, generally in a pack of ten, however could migrate annually in large groups. The most notable of these migrations were the famed migrations of Roon, where the sky could literally become darkened from swarms of these creatures. They tended to protect territory in which they resided and would attack in larger numbers if they felt threatened. It is possible that they communicated using pheromones, telepathy, or even through a hive mind.

Subspecies of mynocks included the salt mynock and sulfur mynock of Lok, the atmosphere-breathing Vynock that lived on Corellia, Talus and Bothawui, the Tatooine mynock, and the Talusian Fynock. Atmosphere-breathing mynocks also lived on Imdaar and were known to attack those piloting speeder bikes through the planet's swamps. A group of sentient mynocks, related to mynocks, evolved on a lone asteroid in the MZX32905 system near Bimmiel. Snow Mynocks were found on Hoth.

History

\"Our ship is slowed by its heavy armour, Anakin. But with that in mind, I knew we could survive the mynocks far longer than Bane's fighter... So I turned our dis-advantage into an advantage.\"

- Obi-Wan Kenobi, to Anakin Skywalker

During the Galactic Civil War some factions within the Rebel Alliance used mynocks as nuisance tactics against the Imperial space fleet. When the Imperial Security Bureau learned about hidden mynock incubation facilities, they sent agents to level the buildings.

The Mynock in culture

\"So long as those droid brains are in control we're sitting mynocks! The Falcon won't respond to my commands.\"

- Han Solo, to Chewbacca

Because mynocks were generally considered to be loathsome pests, the word \"mynock\" was used as a disparaging term. However, in recognition of the mynock's skill at evading attack, the Jedi Order named a form of lightsaber combat after the beast: Soresu. Cade Skywalker also had a starship called Mynock. Jacen Solo, Ben Skywalker, and Toval Seyah used the code name, Team Mynock, on their mission to infiltrate the Centerpoint Station.

Mynocks were believed to have little charisma, and irritating people were sometimes compared to mynocks.

Mynocks were spiced and eaten at some times by the Twi'leks, in a way that was reportedly considered good-tasting by other species, although this seems unlikely unless these other species are also silicon based, given that silicon based and carbon based biochemistries are incompatible.

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The mynock swarm can survive in any type of atmosphere or vacuum.

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The mynock swarm has advantage on an attack roll against a creature if at least one ally of the mynock swarm is within 5 feet of the creature and the ally isn't incapacitated.

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Melee Weapon Attack +5, Reach 5 ft., One target. Hit : 17 (4d6+3) kinetic damage.

The swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

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Black Sun

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

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

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The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

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The HRD has disadvantage on saving throws against e\u0000ects that would deal ion or lightning damage.

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The HRD's attacks are considered enhanced.

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On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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The HRD deals an extra 17 (5d6) 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 Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

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The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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If the HRD is subjected to an e\u0000ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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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.

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The HRD makes three unarmed strikes or three blaster pistol attacks.

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Ranged Weapon Attack +9, Range 40/160 ft., One target. Hit : 8 (1d6+5) energy damage

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Strength saving throw or drop one item it is holding (HRD's choice).

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Dexterity saving throw or be knocked prone.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 18 (3d8+5) kinetic damage.

If the target is a creature, they must Succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.

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\"I'm Arakyd Industries Security droid Z-58-0, Twi'lek\"

- Zeeo

ManufacturerArakyd Industries
ClassSecurity droid
GenderMasculine programming

Z-58-0 security droid, or Zeeo, was a floating security droid manufactured by Arakyd Industries that once worked for Black Sun.

Biography

He became the companion of mercenary Rianna Saren after he saved her from a Black Sun smuggler; she removed his restraining bolt, and he offered her his database on Imperial computer systems. Zeeo worked alongside Rianna during her battle against the Imperial slaver Zarien Kheev, and her investigation of the Death Star project and proved himself to be very useful. On Coruscant, he helped Rianna to steal an Imperial shipment; on Alderaan he sliced the main computer of the Agricultural research vessel and gathered the intelligence on it's purpose; on Mustafar he set the main drilling shaft on overdrive; on Tatooine he helped Saren to defeat the rancor; on Despayre Zeeo downloaded the Imperial codes that allowed them to escape the Death Star and on Danuta he saved Rianna by sacrificially taking Zarien Kheev's final shot. He also opened numerous doors, deactivated alarms and force fields. Zeeo was also a good fighter, being capable to stun the enemies with electricity and equipped with a powerful weapon–the Dual Cannon

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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 comes with proficiency in security and slicer tools.

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While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can 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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The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

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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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When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

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Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

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Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

The

Jedi Vaapad 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, slow

descent

2nd level: stun, stun droid sever force

3rd level: telekinetic storm, knight speed

4th level: freedom of movement, force immunity

5th level: telekinesis, improved phase strike

6th level: crush, telekinetic burst

7th level: master speed, destroy droid

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While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

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The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

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The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

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When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber 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":70000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MGNhMjg2ZjY3Y2Nm","name":"Forcecasting","type":"feat","data":{"description":{"value":"

The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force 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":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MmJiNWVjNzIxNWVm","name":"Vaapad Strike","type":"feat","data":{"description":{"value":"

The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

","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":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"NDcwYTI4MmY2YzM1","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber 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,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"OWFkZGFiNjg3Mjkw","name":"Martial Lightsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +12, Reach 5 ft., One target. Hit : 15 (2d8+6) energy damage plus 5 (1d10) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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+6","energy"],["1d10","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,"attunement":0},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"YzI4ZWQ5MTFiOTYy","name":"Move","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master 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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"MzNkMzg1NzNkY2E0","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master 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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"YTg2NGQ3NzlkZDQ5","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"ZWIyN2FmY2E3NDdj","name":"Martial Lightsaber","type":"feat","data":{"description":{"value":"

.

The Jedi Vaapad Master makes one Lightsaber 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":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/341_-_Jedi_Vaapad_Master/avatar.webp","effects":[]},{"_id":"u8Xgv8GJdHqIL1Oq","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"ryi5MCnOvB2JNSFR","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"wSpv6BZRUt3Wowpd","name":"Force Technique","type":"power","data":{"description":{"value":"

You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon’s reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends.

\n

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"You must make a melee attack with a weapon against one creature within your weapon’s reach"},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qykEFT52bywaQrNO"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"WK9DZChW7dKpZH8Z","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"qR6Vx7P1FZNUiaxy","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"u7bL8gjYT6YDuR1t","name":"Force Jump","type":"power","data":{"description":{"value":"

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"UNxGj6TYwM866S65","name":"Force Propel","type":"power","data":{"description":{"value":"

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oqbO04EX5WDKE1LJ","name":"Slow Descent","type":"power","data":{"description":{"value":"

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take when you or a creature within 60 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.L3P0wzW7j61XpKZc"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"xbgpN1Jz9gqmzDR1","name":"Stun","type":"power","data":{"description":{"value":"

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.8UOBsZEV8esbx6IG"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"QDvgQ6HMreBC55rE","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"u320MVukzT7Vdg4G","name":"Sever Force","type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the force slot you used.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.LhMmIUjsFrytp0wc"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"VY0Y3gN6GVN4BpXE","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1350000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"RFQl3ZuWxhZsf4yF","name":"Knight Speed","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1450000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"ffr7s9Q6VCL6VvwC","name":"Freedom of Movement","type":"power","data":{"description":{"value":"

You touch a willing creature. Its movement is unaffected by difficult terrain, and powers and enhanced effects can’t reduce its speed or cause it to be paralyzed or restrained.

\n

The target can spend 5 feet of movement to automatically escape from unenhanced restraints. Additionally, being underwater imposes no penalties on its movement or attacks.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1550000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BqGw2Mt7mBqqVclc"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8qHIsru4N33uuZS0","name":"Force Immunity","type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence around you and remains for the duration. The barrier moves with you. Any force power of 3rd level or lower cast from outside the barrier can’t affect you, even if the power is cast using a higher level force slot. Such a power can target you, but the power has no effect on you. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the barrier blocks powers of one level higher for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional slot"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1650000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.f41D14g0yIBuXUka"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Immunity.webp","effects":[]},{"_id":"cnHsxcUJIcT3oc53","name":"Telekinesis","type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1750000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"J1QBvWCzwZxTeFF6","name":"Improved Phasestrike","type":"power","data":{"description":{"value":"

Choose up to five creatures you can see within range. Make a melee force attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":5,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d10","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1850000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ENNhFJKCcxrg481J"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"vMGX2JNzj0vZ4sid","name":"Crush","type":"power","data":{"description":{"value":"

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1950000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"0Mbd8lC0h6wZCWZy","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2050000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"8Gu9t8VnINXYHN4W","name":"Master Speed","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2150000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"RWZerpZsK41CVJvV","name":"Destroy Droid","type":"power","data":{"description":{"value":"

Choose a point that you can see within range. Each droid or construct must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, an affected target takes energy damage equal to twice your forcecasting ability modifier and then repeats this saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2250000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.eYw6j0VVVD0vEH7l"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Destroy%20Droid.webp","effects":[]}],"effects":[]} +{"_id":"q6VLvC901RvRuPSg","name":"000 Series Protocol Droid","permission":{"default":0,"ZTMzMzlmOTEwY2U4":3,"yXqD5rPwgjXHtqeZ":3},"type":"npc","data":{"abilities":{"str":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"wis":{"value":12,"proficient":0,"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"cha":{"value":14,"proficient":0,"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12}},"attributes":{"ac":{"value":11,"min":0,"formula":"armor plating"},"hp":{"value":27,"min":0,"max":27,"temp":0,"tempmax":0,"formula":"5d8 +5"},"init":{"value":0,"bonus":0,"mod":0,"prof":0,"total":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"senses":{"darkvision":60,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"powercasting":"engineer","force":{"known":{"value":0,"max":0},"points":{"value":0,"min":0,"max":0,"temp":0,"tempmax":0},"level":0},"tech":{"known":{"value":11,"max":0},"points":{"value":22,"min":0,"max":22,"temp":0,"tempmax":0},"level":5},"prof":2,"powerdc":10,"bar1":{"value":27,"min":0,"max":27},"bar2":{"value":11,"min":0,"max":0},"death":{"success":null,"failure":null},"exhaustion":null,"inspiration":false,"encumbrance":{"value":1,"max":150,"pct":0.6666666666666666,"encumbered":false},"powerForceLightDC":11,"powerForceDarkDC":12,"powerForceUnivDC":12,"powerTechDC":12},"details":{"biography":{"value":"

\"I'm 0-0-0 or Triple-Zero, if you prefer. I'm a protocol droid, specialized in etiquette, customs, translation and torture, ma'am.\"

- 0-0-0 introduces himself to Doctor Aphra

ManufacturerCybot Galactica (chassis) 
ClassProtocol droid
Sensor Color
Red
Plating Color
Dark silver

0-0-0, also known simply as Triple-Zero, was a protocol droid designed to specialize in etiquette, customs, translation and torture.

Characteristics

\"This is the Triple-Zero protocol personality matrix. Had a few bugs. Twitchy coupling. Neurocybernetic glitches. Tendency to drain organics to collect their blood. That kind of thing.\"

- Doctor Chelli Lona Aphra

0-0-0 specialized in the fields of etiquette, customs, translation and torture. His chassis was colored a dark silver, and he possessed red photoreceptors.

","public":""},"alignment":"Unaligned","species":"","type":"droid","environment":"","cr":2,"powerForceLevel":0,"powerTechLevel":5,"xp":{"value":450},"source":"Roll 20","race":"","class":"","powerLevel":2},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":["necrotic","poison","psychic"],"custom":""},"dv":{"value":[],"custom":"Ion"},"ci":{"value":["poisoned","diseased"],"custom":""},"languages":{"value":[],"custom":"All Registered Languages"}},"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":1,"passive":11,"prof":0,"total":1},"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":12,"prof":0,"total":2},"ins":{"value":1,"ability":"wis","bonus":0,"mod":1,"passive":13,"prof":2,"total":3},"itm":{"value":1,"ability":"cha","bonus":0,"mod":2,"passive":14,"prof":2,"total":4},"inv":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"lor":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"med":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"nat":{"value":0,"ability":"int","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"pil":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12},"prc":{"value":0,"ability":"wis","bonus":0,"mod":1,"passive":11,"prof":0,"total":1},"prf":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"per":{"value":0,"ability":"cha","bonus":0,"mod":2,"passive":12,"prof":0,"total":2},"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":1,"passive":11,"prof":0,"total":1},"tec":{"value":0,"ability":"int","bonus":0,"mod":2,"prof":0,"total":2,"passive":12}},"powers":{"power1":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power2":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power3":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":1000,"tmax":1000,"toverride":null,"max":0},"power4":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power5":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power6":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power7":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power8":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"power9":{"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null,"max":0},"pact":{"value":0,"max":0,"override":null,"level":0},"power0":{"value":0,"max":0,"fmax":0,"fvalue":0,"tmax":0,"tvalue":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"mpak":{"attack":"","damage":""},"rpak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"power":{"forceLightDC":"","forceUnivDC":"","forceDarkDC":"","techDC":""}},"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/000_-_000_Series_Protocol_Droid/avatar.webp","token":{"flags":{},"name":"000 Series Protocol Droid","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/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,"lightAnimation":{"speed":5,"intensity":5},"actorId":"q6VLvC901RvRuPSg","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YTM1NzE4M2JjYTYx","name":"Techcasting.","type":"feat","data":{"description":{"value":"

The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers).

\n

It has 22 tech points and knows the following tech powers:

\n

At will: assess the situation, electroshock, venomous strike

\n

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

\n

2nd-level: paralyze humanoid, toxin purge, truth serum

\n

3rd-level: tactical advantage

","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"MDg1YzU1ZWIxMGIy","name":"Tortuous Strike","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +3, Reach 5 ft., One target. Hit : 2 (1d4) kinetic damage.

If the target is a creature, the creature is shocked until the end of its next turn.

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":"","width":null,"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":[["1d4","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":20000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/000_-_000_Series_Protocol_Droid/avatar.webp","effects":[]},{"_id":"CraODxT320kaRdDH","name":"Assess the Situation","type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xAgbr9pfUcwf2FjB"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp","effects":[]},{"_id":"fb4H2sSSG40TQHex","name":"Electroshock","type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":220000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.UACmTGjhcYjQyLj3"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]},{"_id":"j5531jRddUYxeO1m","name":"Venomous Strike","type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":320000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.xs0igvxRAzGwZqik"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp","effects":[]},{"_id":"FMPo1lrIxRzKpLR4","name":"Poison Dart","type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":420000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.d2hRQpNWYK6JxnCu"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp","effects":[]},{"_id":"uVQDVsfBiGvo1t3d","name":"Spot the Weakness","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":520000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.dmMPMnnXdELmOHMI"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp","effects":[]},{"_id":"XJEv8qwMixQoyrAw","name":"Toxin Scan","type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":620000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.gu0quvGXQMeqePqd"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp","effects":[]},{"_id":"Dyh8sdEhR6rAgHpp","name":"Tranquilizer","type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":720000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.PrQodh2dn2Q7jJz7"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp","effects":[]},{"_id":"Ea9DbzPLunfkpiaw","name":"Paralyze Humanoid","type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":820000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.zXCnz8vBWC4fhvfw"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp","effects":[]},{"_id":"neTgc8DpqXsoIkKm","name":"Toxin Purge","type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":920000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.Xn8F3DKTsC7GD00Q"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp","effects":[]},{"_id":"BvoN20CHqmLmSu8d","name":"Truth Serum","type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":1020000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.DXdtjkn0Zg8JP8YT"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp","effects":[]},{"_id":"PmBaO0hHeF1EY2RW","name":"Tactical Advantage","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"sort":1120000,"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98},"core":{"sourceId":"Compendium.sw5e.techpowers.4koE44WAkEHVTwET"}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp","effects":[]}],"effects":[]} {"_id":"q80pqRoTecpn2V9y","name":"Kolkpravis Khagan","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":16,"proficient":0,"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0},"con":{"value":18,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0},"int":{"value":11,"proficient":0,"min":3,"mod":0,"save":0,"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":19,"proficient":1,"min":3,"mod":4,"save":8,"prof":4,"saveBonus":0,"checkBonus":0}},"attributes":{"ac":{"value":"18","min":0,"formula":"powered battle armor"},"hp":{"value":113,"min":0,"max":113,"temp":0,"tempmax":0,"formula":"15d8+53"},"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":0,"swim":0,"walk":30,"units":"ft","hover":false},"prof":4,"powerdc":12,"bar1":{"value":113,"min":0,"max":113},"bar2":{"value":18,"min":0,"max":0},"senses":{"darkvision":60}},"details":{"biography":{"value":"

\"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 be wielding a melee weapon.

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The Kolkpravis Khagan makes three melee attacks once with Blade of Plague and twice with Blade of Pain.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 9 (1d8+5) kinetic damage plus 4 (1d8) kinetic damage.

The target must succed on a DC 16 Constitution saving throw or become Poisoned.

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Melee Weapon Attack +9, Reach 5 ft., One target. Hit : 14 (2d8+5) kinetic damage plus 22 (4d10) lightining damage

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Ranged Weapon Attack +7, Range 20/60 ft., One target. Hit : 12 (2d8+3) kinetic damage plus 22 (4d10) lightining damage

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For 1 minute, the Khan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feetof 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 Khan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khan is incapacitated.

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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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If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

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The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

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The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

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The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points).

The Padawan

knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm,

spare the dying, saber throw, burst

1st level: slow descent, battle precognition, force jump, force

throw, heal

2nd level: stun droid

3rd level: telekinetic storm, knight speed, share life

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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.

","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":50000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"YzdkZjBiMTk2MDNi","name":"Praetoria Ishu","type":"feat","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":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"ZGJjYzliMmUwMjRl","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

The jedi makes two 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":70000,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"MDI3ODc2Mzg2MDE2","name":"Lightfoil","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +7, Reach 5 ft., One target. Hit : 13 (2d8+4) energy damage

","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":0,"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+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,"attunement":0},"sort":80000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/322_-_Mirialan_Jedi_Padawan/avatar.webp","effects":[]},{"_id":"u4MqrNOajvDWyZ93","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"tBF6dd8YMAnADyId","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"R8WSsqbmr22oDq0m","name":"Give Life","type":"power","data":{"description":{"value":"

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.6sfPioKWjx1VOqwF"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"Iaa2ztyCAmp0qPJh","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":480000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"1TbKY6NlPv178FO9","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":580000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"CLdfH6fIYWWKZv1I","name":"Spare the Dying","type":"power","data":{"description":{"value":"

You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":680000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CJR5SlWKoaCtY1bq"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"yo0ykhcV7sWGvBA4","name":"Burst","type":"power","data":{"description":{"value":"

You cause the earth to burst from beneath your feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

\n

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":780000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.vmzC47AY66cx1LwU"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"4orOkCohVrSFQgVz","name":"Telekinetic Storm","type":"power","data":{"description":{"value":"

You stir the Force around you, creating a turbulent field of telekinetic energy that buffets enemies around you. The field extends out to a distance of 15 feet around you for the duration.

\n

When you cast this power, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage.

\n

Force Potency. When you cast this power using a force power slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":880000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5raHPlhouud0Jpr4"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"K8XXAaesIIATfzk6","name":"Knight Speed","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":980000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"g7t7zEXBLP9grvLz","name":"Share Life","type":"power","data":{"description":{"value":"

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1080000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ntUNXx3Uag6BjJJH"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"oN7iZhHB07ZbfCMF","name":"Stun Droid","type":"power","data":{"description":{"value":"

Choose a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the beginning of each of its turns, the target takes energy damage equal to your forcecasting ability modifier. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"droid"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1180000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.83VXTwWszl8bMlW6"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Stun%20Droid.webp","effects":[]},{"_id":"lpPdYJ8CAepBF0rp","name":"Heal","type":"power","data":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1280000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.7dqNYNqMphGLIm5T"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Heal.webp","effects":[]},{"_id":"i2mcb5puUuE4JBxy","name":"Force Propel","type":"power","data":{"description":{"value":"

Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes 3d8 kinetic damage, or half as much on a successful one.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"any","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1380000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.3KGdCbHATzaghiwo"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"SBkz7ljNSqLHC2QL","name":"Force Jump","type":"power","data":{"description":{"value":"

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

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Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor.

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Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

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Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.


Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened \"Darth Vader\" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.


Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

","public":""},"alignment":"Lawful Dark","species":"","type":"humanoid (human)","environment":"","cr":23,"powerForceLevel":17,"powerTechLevel":0,"xp":{"value":50000},"source":"Roll 20","race":"","class":""},"traits":{"size":"med","di":{"value":[],"custom":"Posion, Kinetic, Energy, And Ion From Non-enhanced Weapons"},"dr":{"value":["fire","cold"],"custom":""},"dv":{"value":["lightning"],"custom":""},"ci":{"value":["blinded","deafened","frightened"],"custom":""},"languages":{"value":[],"custom":"Galactic Basic, Huttese, Bith, Sith"}},"currency":{"gc":0,"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ani":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"ath":{"value":1,"ability":"str","bonus":0,"mod":7,"passive":20,"prof":3,"total":10},"dec":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"ins":{"value":1,"ability":"wis","bonus":0,"mod":3,"passive":16,"prof":3,"total":6},"itm":{"value":1,"ability":"cha","bonus":0,"mod":6,"passive":23,"prof":7,"total":13},"inv":{"value":1,"ability":"int","bonus":0,"mod":4,"passive":17,"prof":3,"total":7},"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":4,"passive":14,"prof":0,"total":4},"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":6,"passive":16,"prof":0,"total":6},"per":{"value":0,"ability":"cha","bonus":0,"mod":6,"passive":16,"prof":0,"total":6},"slt":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"ste":{"value":0,"ability":"dex","bonus":0,"mod":-1,"passive":9,"prof":0,"total":-1},"sur":{"value":0,"ability":"wis","bonus":0,"mod":3,"passive":13,"prof":0,"total":3},"tec":{"value":0,"ability":"int"}},"powers":{"power1":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power2":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power3":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power4":{"max":0,"fvalue":1000,"fmax":1000,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power5":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power6":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power7":{"max":0,"fvalue":1,"fmax":1,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power8":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":null},"power9":{"max":0,"fvalue":0,"fmax":0,"foverride":null,"tvalue":0,"tmax":0,"toverride":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":{"forceLightDC":"","forceDarkDC":"","forceUnivDC":"","techDC":""}},"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/391_-_Sith_Cyborg/avatar.webp","token":{"flags":{},"name":"Sith Cyborg","displayName":40,"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/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,"lightAnimation":{"speed":5,"intensity":5},"actorId":"qJDdAEfLTt55U00W","actorLink":false,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":"attributes.bar2"},"randomImg":false},"items":[{"_id":"YWZjYzNkNGY5MjJl","name":"Channel the Darkness","type":"feat","data":{"description":{"value":"

As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

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During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ODAwMzlmNDFlOGU3","name":"Forcecasting","type":"feat","data":{"description":{"value":"

Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

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

saber throw, saber reflect

1st level: burst of speed, curse, force jump, sap vitality, sense

force, wound

2nd level: drain vitality, force sight

3rd level: bestow curse, choke, knight speed, horror

4th level: drain life, hysteria, shroud of darkness

5th level: dominate mind, telekinesis, siphon life

6th level: crush, telekinetic burst

7th level: master speed, whirlwind

8th level: earthquake, master force scream, telekinetic wave

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"OWI3ZmQxMTk1OTY4","name":"Force Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MjkzOWU4ODdlNjVl","name":"Force Senses","type":"feat","data":{"description":{"value":"

Sith Cyborg has advantage on Wisdom (Perception) Checks.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MGUzMmVlYjAzMTE1","name":"Legendary Resistance (3/Day)","type":"feat","data":{"description":{"value":"

If Sith Cyborg 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":60000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"ODNkMjQ4ZTIyYTNm","name":"Scornful Rebuke","type":"feat","data":{"description":{"value":"

When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"NGY4OTc2MWI2YjU0","name":"Tech Resistance","type":"feat","data":{"description":{"value":"

Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"Njg1ZGQyM2Y0ZTlj","name":"Parry","type":"feat","data":{"description":{"value":"

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.

","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":90000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"YmJiNDQxY2Y3NmVi","name":"Multiattack","type":"feat","data":{"description":{"value":"

.

Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

","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,"flags":{},"img":"systems/dnd5e/icons/skills/green_03.jpg","effects":[]},{"_id":"ZDU4NzllNjUyMmE4","name":"Frightful Presence","type":"feat","data":{"description":{"value":"

Melee Weapon Attack +8, Reach 5 ft., One target. Hit : 10 (1d12+4) acid damage.

Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

","chat":"","unidentified":""},"source":"","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":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":10,"scaling":"power"},"requirements":"","recharge":{"value":0,"charged":false}},"sort":110000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"YTkyZDFiOWI4ODQ0","name":"Greatsaber","type":"weapon","data":{"description":{"value":"

Melee Weapon Attack +13, Reach 5 ft., One target. Hit : 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage.

On a hit a creature makes a DC 20 Wis save or become frightened.

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.

Sith Cyborg 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":130000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"MDlkZTZiODk5NmMx","name":"Forcecasting","type":"feat","data":{"description":{"value":"

.

Sith Cyborg 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":140000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"NjAyNGRkMTVlMTE5","name":"Force enhanced Greatsaber (2 legendary actions)","type":"feat","data":{"description":{"value":"

.

Sith Cyborg makes one Greatsaber attack, while also casting an at-will 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":150000,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"OGJhNGFlYWM1YzRh","name":"Forcecasting (1 legendary action per power level)","type":"feat","data":{"description":{"value":"

.

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

","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,"flags":{},"img":"systems/sw5e/packs/Icons/monsters/391_-_Sith_Cyborg/avatar.webp","effects":[]},{"_id":"VjOfdWULjBHcQnGO","name":"Earthquake","type":"power","data":{"description":{"value":"

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

\n

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

\n

When you cast this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

\n

This power can have additional effects depending on the terrain in the area, as determined by the GM.

\n

Fissures. Fissures open throughout the power’s area at the start of your next turn after you cast the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

\n

A fissure that opens beneath a structure causes it to automatically collapse (see below).

\n

Structures. The tremor deals 50 kinetic damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":100,"width":null,"units":"ft","type":"radius"},"range":{"value":500,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.faTYDaOejYHPfXdl"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"sc9ZAvLq0cxP2hYD","name":"Master Force Scream","type":"power","data":{"description":{"value":"

You emit a cacophonous scream imbued with the power of the Force. Each creature you choose within 60 feet of you must succeed on a Constitution saving throw. On a failed save, a creature takes 6d6 psychic damage, 6d6 sonic damage, is deafened, knocked prone, and blinded for 1 minute. On a successful save, it takes half as much damage and isn’t deafened, knocked prone, or blinded by this power.

\n

A creature blinded by this power makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6d6","psychic"],["6d6","Sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b0fmnYMO3bLtarhk"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Force%20Scream.webp","effects":[]},{"_id":"7Xi3bufmaU5rFeUG","name":"Telekinetic Wave","type":"power","data":{"description":{"value":"

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

\n

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.T44CmiqinqUjdbHc"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"znIQFhrm0tsDqVdk","name":"Whirlwind","type":"power","data":{"description":{"value":"

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

\n

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft.

\n

A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.anxCi1ypITMC1F9Y"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Whirlwind.webp","effects":[]},{"_id":"GiKPf8QXfM0zLCq4","name":"Master Speed","type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets’ speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Force Potency. When you cast this power using a force slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":2,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.28uF6yN4NLoc1Mf7"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Master%20Speed.webp","effects":[]},{"_id":"cmq5iY7urluULIy8","name":"Telekinetic Burst","type":"power","data":{"description":{"value":"

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.

\n

You can create a new telekinetic gust as your action on your turn until the power ends.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":60,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"lgt","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.qYnIKhpoJpSflVZh"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"uJTjsJLjaAba4laM","name":"Crush","type":"power","data":{"description":{"value":"

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed.

\n

You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Choke Power"},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.Nefsi9cHQFG04LBx"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Crush.webp","effects":[]},{"_id":"gYgOkYzAHFxTXU5o","name":"Siphon Life","type":"power","data":{"description":{"value":"

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you.

\n

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Have Drain Life Power"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.99X7GzLrrdVppgT9"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YmlSytqPjPFjVmCv","name":"Telekinesis","type":"power","data":{"description":{"value":"

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

\n

Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

\n

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

\n

Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power.

\n

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

\n

Force Potency. When you cast this power using a force slot of 6th level or higher, the maximum object weight increases by 2,500 lbs for every slot level above 5th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":5,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.mnwPexAofsIOp8dD"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"fnJfTsEyQu4jLB6O","name":"Dominate Mind","type":"power","data":{"description":{"value":"

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

While the target is charmed, you have a telepathic link with it as long as you are within 1 mile of it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a 6th-level force slot, the duration is 10 minutes. When you use a 7th-level force slot, the duration is 1 hour. When you use a force slot of 8th level or higher, the duration is 8 hours.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Dominate Beast"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":5,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.YguQH8fuWTnHMPcK"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Dominate%20Mind.webp","effects":[]},{"_id":"A9tr9EGYJtBOtpY9","name":"Drain Life","type":"power","data":{"description":{"value":"

You draw the life force from a creature you can see within range. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a hostile creature to 0, you gain temporary hit points equal to half the damage dealt. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.RDZdXmMpJqUEn7LX"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Life.webp","effects":[]},{"_id":"cBHBAohwHSsqY256","name":"Hysteria","type":"power","data":{"description":{"value":"

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends. This power has no effect on droids or constructs.

\n

Force Potency. When you cast this power using a force power slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Hallucination Powerq"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.peef6HzwqX0231BB"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Hysteria.webp","effects":[]},{"_id":"fVpny7tSPtCoQ8CR","name":"Shroud of Darkness","type":"power","data":{"description":{"value":"

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light.

\n

Until the power ends, you have resistance to force damage. In addition, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":"Have Darkness Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"self","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.FVpFXYowoWwgFuIJ"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Shroud%20of%20Darkness.webp","effects":[]},{"_id":"9dIUrOYiIUKpAdp2","name":"Horror","type":"power","data":{"description":{"value":"

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids.

\n

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5koTRABu4ER8g6Wo"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Horror.webp","effects":[]},{"_id":"tszEKGcVFh063F6c","name":"Knight Speed","type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.BbTpLPyPoucTsEdA"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Knight%20Speed.webp","effects":[]},{"_id":"Oq7FJqs5gsbpZlf2","name":"Choke","type":"power","data":{"description":{"value":"

You make a constricting gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 5d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained.

\n

You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

\n

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.QyZogGty2DfkYnHF"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Choke.webp","effects":[]},{"_id":"rTbZNdFZNFPym7sM","name":"Bestow Curse","type":"power","data":{"description":{"value":"

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n\n

A remove curse power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Curse Power"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":3,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.1hXmkUOjNtkCtS8T"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Bestow%20Curse.webp","effects":[]},{"_id":"MZYYA4wCPXczl9gb","name":"Drain Vitality","type":"power","data":{"description":{"value":"

You draw the willpower from a creature you can see within range. Make a ranged force attack against the target. On a hit, the target takes 2d6 necrotic damage and it deals only half damage with weapon attacks that use Strength until the power ends.

\n

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

\n

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":1960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kLwHklnrWPw9jKm6"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Drain%20Vitality.webp","effects":[]},{"_id":"neAK940UJlebMmhl","name":"Force Sight","type":"power","data":{"description":{"value":"

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. You gain the following benefits.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.PUHY0RrLsi4tAnZx"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"eNidIf4K5UKRrzq0","name":"Wound","type":"power","data":{"description":{"value":"

You make a piercing gesture at a creature within range. Make a ranged force attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.sTszdhW4ezpqddJ8"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"a9zILHN5PIbAM1oC","name":"Sense Force","type":"power","data":{"description":{"value":"

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

\n

Force Potency. When you cast this power using a 3rd-level force slot, the range increases to 60 feet. When you use a 5th-level force slot, the range increases to 500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When you use a 9th-level force slot, the range increases to 10 miles.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.O5J8TTpTW7eHLDgG"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"1MyR30xOH0lhhXdw","name":"Sap Vitality","type":"power","data":{"description":{"value":"

Make a melee force attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d10"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2360000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.ecDdTd9MW0z4h8Hb"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Sap%20Vitality.webp","effects":[]},{"_id":"9f2lIQzLy4ZKaoPm","name":"Force Jump","type":"power","data":{"description":{"value":"

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, your jump distance increases by 5 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"5 additional feet"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2460000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.oPi4Y7zezP7MxNDK"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"go799MlJhhg9kp2i","name":"Curse","type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":"Have Denounce Power"},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":1,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 Addition Target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2560000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.XJSLZaP9Nix5EJHY"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Curse.webp","effects":[]},{"_id":"XSx5aDiC0Tffx0Av","name":"Burst of Speed","type":"power","data":{"description":{"value":"

You touch a creature. The target’s speed increases by 10 feet until the power ends.

\n

Force Potency. When you cast this power using a force slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1 additional creature"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2660000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.tAs3ogXXwpDkpZvF"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Burst%20of%20Speed.webp","effects":[]},{"_id":"ovNSY8b4czIN7ixj","name":"Saber Reflect","type":"power","data":{"description":{"value":"

In response to being attacked, you raise your weapon to attempt to deflect. When you you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

\n

If you would have resistance to the triggering damage, resistance is applied before the damage reduction.

\n

The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being hit by a ranged attack"},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d6","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d6"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2760000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.CuAbwhIt3j2V30Ey"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Reflect.webp","effects":[]},{"_id":"iC3sEZecFJRYetV8","name":"Saber Throw","type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand.

\n

This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"any","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rpak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1 additional target"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2860000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.cCTaCxvsBcbEvbw2"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Saber%20Throw.webp","effects":[]},{"_id":"5nkRecCXNoZGV1A5","name":"Force Push/Pull","type":"power","data":{"description":{"value":"

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

\n

You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.

\n

This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":2960000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.kNiT2BD3eIgE1zys"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Force%20Push.webp","effects":[]},{"_id":"H3ZzSLg7mqhSSHko","name":"Force Disarm","type":"power","data":{"description":{"value":"

You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being worn, this save is made with disadvantage. On a failed save, the creature takes 1d4 force damage and the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.

\n

This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"atwill","formula":"1d4"},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3060000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.5o01ADUmNyzy470b"}},"img":"icons/svg/mystery-man.svg","effects":[]},{"_id":"YxkPZRlVALzjW1KD","name":"Denounce","type":"power","data":{"description":{"value":"

A target of your choice within range must make a Charisma saving throw. On a failed save, when the target makes their next attack roll or saving throw they must roll a d4 and subtract the number from it. The power then ends.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"drk","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3160000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.81kLSpx80zEEr0O2"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Denounce.webp","effects":[]},{"_id":"onHTFpGImkZdSpXz","name":"Affect Mind","type":"power","data":{"description":{"value":"

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

\n

On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"sort":3260000,"flags":{"core":{"sourceId":"Compendium.sw5e.forcepowers.b2MvrTaXlisYe2A4"}},"img":"systems/sw5e/packs/Icons/Force%20Powers/Affect%20Mind.webp","effects":[]}],"effects":[]}