Saga Edition Transfer: Force User NPCs

This section contains information on force using NPCs whether enemy or foe. The entries are presented in alphabetical order.

Ahsoka Tano


Ahsoka Tano

Medium Tagruta


  • Armor Class 16
  • Hit Points 84
  • Speed 30 ft.
  • Initiative +6

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (0) 13 (+1) 16 (+3) 14 (+2)

  • Skills Acrobatics +5, Perception +5, Stealth +5, Use The Force +5
  • Senses passive Perception 15
  • Languages Basic, Togruti
  • Challenge 10 (5,900 XP)

Ataru Stylist Ahsoka Tano has training in the ataru saber style and has knowledge of the saber swarm technique.

Djem-so/Shien Specialist. Ahsoka Tano has training in the Djem- So/Shien Lightsaber style and techniques.

Jarkaii Specialist. Ahsoka Tano has training in the Jarkaii Lightsaber style and techniques.

Lighsaber Defense. Whenever Ahsoka Tano uses a saber to defend herself she gain the following benefits:

  • If she successfully negates a ranged weapon attack in this way she can spend 1 force point to make a ranged weapon attack with the weapon or ammunition she deflected, as part of the same reaction. She makes this attack with proficiency, regardless of her weapon proficiencies.
  • She may spend a force point to add half her proficiency to her AC until the start of her next turn

Niman Stylist Ahsoka Tano has training in the niman saber style and has knowledge of the pushing slash technique.



Twin Weapon style. Ahsoka Tano can make two attacks with her lightsaber and her Shoto. Each attack must be against a different opponent.

Ahsoka Tano can move 10 feet inbetween each of these attacks without provoking an attack of oppurtunity.

Force User. Ahsoka Tano is a 10th level second level force user. Her force power ability is Wisdom (power save DC 15, +7 to hit with powers). She has 27 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object, Telekinetic Blast

1st level:Force Thrust, Move Object, Surge

2nd level: Cloak, Force Slam, Inertia

3rd level: Force Valor,Rebuke

Actions

Multiattack. Ahsoka Tano makes two attacks: two attacks with her lightsaber as a standard action. She can make a third attack with her Shoto as a bonus action

Lightsaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) radiant damage or 15 (2d10 + 4) Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit 13 (2d8+4) radiant damage.

Shoto. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) radiant damage Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 11 (2d6+4)radiant damage.

Made by Llama513 @ Giant in the Playground

Anoon Bondara


Anoon Bondara

Medium Twilek


  • Armor Class 15 (Unarmored Defense)
  • Hit Points 119
  • Speed 45 ft.
  • Initiative +5

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (0)

  • Skills Acrobatics +9, Force +8, Use Computer +5, Perception +8, Use The Force +8
  • Senses passive Perception 18
  • Languages Basic, Huttese, Lekku, Ryl
  • Challenge 13 (10,000 XP)

Ataru Specialist. Anoon Bondara has training in the Ataru Lightsaber style and techniques.

Battle Meditation. Anoon Bondara and allies within 10 ft. of him gain a +2 (1d4) bonus to their attack rolls. He can also spend a force point to give himself and his allies a +2 bonus to their damage rolls until the end of his next turn.

Deflect. Anoon Bondara can use his reaction to deflect energy and channel it to fuel himself when he is hit by a attack that deals fire, lightning, or radiant damage. When he does so, the damage he takes from the attack is reduced by 14 (1d10 + 9). He can spend a enhancement point to have his next unarmed strike that hit deal extra damage equal to the amount of damage he reduced in this way.

Force Empowered Strikes. Anoon Bondara's unarmed strikes count as empowered for the purpose of overcoming resistance and immunity to mundane attacks and damage.

Force Enhancement. Anoon Bondara has the force warrior force enhancement feature with 6 enhancement points

Juyo Specialist. Anoon Bondara has training in the Juyo Lightsaber style and techniques.

K'Thri Training. When Anoon Bondara uses flurry of blows he can spend an additional enhancement point to make an additional three attacks (totaling five attacks from flurry of blows) but all of the attacks from his flurry of blows deal half damage.

Lightning Adjustment. As a reaction to missing an unarmed strike Anoon Bondara can spend a enhancement point to instead deal half damage.

Lightsaber Defense. Whenever you use a saber to defend yourself you gain the following benefits:



  • If you successfully negate a ranged weapon attack in this way you can spend 1 force point to make a ranged weapon attack with the weapon or ammunition you deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
  • You may spend a force point to add half your proficiency to your AC until the start of your next turn

Niman Specialist. Anoon Bondara has training in the Niman Lightsaber style and techniques.

Shii-Cho Specialist. Anoon Bondara has training in the Shii-Cho Lightsaber style and techniques.

Slow Fall. Anoon Bondara can use his reaction when he falls to reduce any falling damage he takes by 30.

Stunning Strike. When Anoon Bondara hits another creature with a melee weapon attack, he can spend 1 enhancement point to attempt a stunning strike. The target must succeed on a Constitution saving throw DC 15 or be stunned until the end of his next turn.

Force User. Anoon Bondara is a 17th level first level force user. His force power ability is Wisdom (power save DC 15, +7 to hit with powers). He has 27 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object, Telekinetic Blast

1st level: Convection, Crucitorn, Force Disarm,Force Thrust,Move Object,Surge

2nd level:Force Slam,Inertia, Mind Trick

3rd level: Rebuke, Force Valor

Actions

Multiattack. Anoon Bondara makes two attacks: two attacks with his lightsaber as a Standard Action. As a bonus action he can make an unarmed strike with either his unarmed strike or lightsaber.

Lightsaber. Melee Weapon Attack: +9 + 2 (1d4) to hit, reach 5ft., one target. Hit 15 (2d8 + 6 ) radiant damage or 15 (2d10 + 4) radiant damage Ranged Weapon Attack: +9 + 2 (1d4) to hit, range 20/60 ft., one target. Hit 15 (2d8 + 6) radiant damage.

Unarmed. Melee Weapon Attack: +9 + 2 (1d4) to hit, reach 5ft., one target. Hit 15 (2d8 + 6) bludgeoning damage

Made by Llama513 @ Giant in the Playground

Cay Qel-Droma


Cay Qel-Droma

Medium Human


  • Armor Class 14
  • Hit Points 92
  • Speed 30ft.
  • Initiative +4

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 12 (+1)

  • Skills Acrobatics +6, Force +7, Mechanics +7, Perception +6, Use The Force +5
  • Senses passive Perception 16
  • Languages Arkanian, Basic, Binary, Ryl
  • Challenge 6 (2,300 XP)

Ataru Specialist. Cay Qel-Droma has training in the Djemso/Shien Lightsaber style and techniques

Elusive Target. While fighting two or more creatures in melee, ranged attacks against Cay Qel-Droma are made at disadvantage.

Lighsaber Defense. Whenever Cay Qel-Droma uses a saber to defend himself he gains the following benefits:

  • If he successfully negates a ranged weapon attack in this way he can spend 1 force point to make a ranged weapon attack with the weapon or ammunition he deflected, as part of the same reaction. He make this attack with proficiency, regardless of his weapon proficiencies.
  • He may spend a force point to add half his proficiency to your AC until the start of his next turn

Mobile Attack. After taking the attack action Cay Qel-Droma can spend a force point to move up to his full speed as a free action.

Force User. Cay Qel-Droma is a 9th level second level force user. His force power ability is Wisdom (power save DC 14, +6 to hit with powers). He has 17 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object, Telekinetic Blast

1st level: Force Thrust,Force Shield,Move Object,Surge

2nd level:Force Slam, Mind Trick

3rd level: Rebuke



Actions

Multiattack. Cay Qel-Droma makes two attacks: two attacks with his lightsaber.

Lightsaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) radiant damage or 13 (2d10 + 2) radiant damage Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit 13 (2d8+4) radiant damage.

Made by Llama513 @ Giant in the Playground

Darth Sidious


Darth Sidious

Medium Human


  • Armor Class 21 (Unarmored)
  • Hit Points 132
  • Speed 30 ft.
  • Initiative +9

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 18 (+4) 19 (+4) 22 (+6)

  • Resistance Lightning Damage
  • Skills Deception +12, Force +10, Investigation +10, Persuasion +12, Use Computer +10, Use the Force +12
  • Senses Darkvision 120 ft., passive Perception 13
  • Languages Basic
  • Challenge 16 (15,000 XP)

Ascendant Step. Darth Sidious can cast levitate on himself at will

Ataru Specialist. Darth Sidius has training in the Ataru Lightsaber style and techniques.

Battle Master's Style. Darth Sidius has study and mastered all saber styles. He gains the benefits of all 7 saber styles listed in the Jedi Guardian class.

Dark Vigor. Darth Sidious can cast crucitorn on himself at will as a 1st level power, without expending a power slot.

Devil's Sight Darth Sidious can see normally in darkness, both force created and mundane, to a distance of 120 feet.

Eye's of the Rune Keeper. Darth Sidious can read all writing.

Force Sight. Darth Sidious can cast detect force at will, without expending a power slot.

Heart of the Storm. Whenever Darth Sidious starts using a power of 1st level or higher that deals lightning damage, energy erupts from him. This eruption causes creatures of his choice that he can see within 10 feet of him to take 10 lightning damage.



Jarkaii Specialist. Darth Sidious has training in the Jarkaii Lightsaber style and techniques.

Juyo Specialist. Darth Sidious has training in the Juyo Lightsaber style and techniques.

Lightning Savant. Darth Sidious can use force lightning and lightning burst once each at 3rd level without expending a power slot. When he does so he can't do so again until he finishes a short or long rest.

If he wants to use either power at a higher level, he must expend a power slot as normal.

Lightsaber Defense. Whenever Darth Sidious uses a saber to defend himself he gains the following benefits:

  • If he successfully negates a ranged weapon attack in this way he can spend 1 force point to make a ranged weapon attack with the weapon or ammunition he deflected, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies.
  • He may spend a force point to add half his proficiency to his AC until the start of his next turn

Misty Visions. Darth Sidious can cast silent image at will, without expending a power slot.

Mystic Arcanum. Darth Sidious can cast each of these force powers once per day at the level marked without expending a force slot:

6th level: Chain Lightning

7th level: Finger of Death

8th level: maddening Darkness

9th level: Storm of Vengeance

Shocking Bolt. When Darth Sidious uses shocking grasp, he can target a creature within 60 feet of him as the bolts of lightning jump from his hand to his target. The damage for his shocking grasp is 44 (4d10 + 24) lightning damage. Additionally if he spends a force point the target affected by this power must make a Constitution saving throw against his power save DC or be stunned until the start of his next turn.

Storm's fury. When Darth Sidious is hit by a melee attack he can use his reaction to deal 20 lightning damage to the attacker. The attacker must also make a strength saving throw against his force power DC. On a failed save the attacker is pushed in a straight line 20 feet away from him.

Made by Llama513 @ Giant in the Playground


Force User. Darth Sidious is a 20th level Sith Inquisitor. His force power ability is Charisma (power save DC 20, +12 to hit with powers). He has 48 force points available and knows the following force powers:

Core powers (at will): Battle Stike,Blade Ward, Chill Touch,Message, Minor Illusion,Move Light Object,Shocking Grasp, Telekinetic Blast

1st level:Dark Rage,Dark Transfer, Force Disarm,Force Thrust,Move Object,Surge,Tutaminis, Wicked Bolt

2nd level: Force Grip,Force Slam,Hartred, Lightning Bolts

3rd level: Rebuke, Force Lightning,Fireball, Lightning Burst

4th level: Arcing Spark, Force Storm, Shadow of Moil, Memory Walk

5th level: Destructive Force, Enervation, Farseeing, Force Scream, Steel Wind Strike

Rituals. Darth Sidious has the ability to use the following Sith Rituals: Alarm, Cloudkill, Dark Empowerment, Telekinetic Disc, Conjure Elemental

Actions

Lightsabers. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 16 (2d8 + 7) radiant damage or 18 (2d10 + 7) Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit 16 (2d8+7) radiant damage.

Made by Llama513 @ Giant in the Playground

Darth Vader

Anakin Skywalker's destiny and the fate of the entire galaxy are linked inexorably. After being freed by Qui-Gon Jinn, Anakin studies the ways o fthe Jedi under Obi-Wan Kenobi, but he allows feelings of anger, fear, and hate to enslave him. The death of his motehr and visions of Padme's death drive him to seek out the wisdom offered by a Sith Lord. In pursuing the power necessary to preserve Padme's life, anakin becomes death incarnate.

As Darth Vader, he uses the power of the dark side of the Force to betray and murder his fellow Jedi and enslave the galaxy. Over two decades later his son Luke-now a Jedi himself- leads Anakin back to the light. He finds redemption in his sacrifice, bringing balance to teh Force bey ending the tyranny of the Emperor and the Sith.


Darth Vader

Medium Human


  • Armor Class 21 (Dark Armor)
  • Hit Points 181
  • Speed 30 ft.
  • Initiative +6

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 23 (+6) 14 (+2) 14 (+2) 18 (+4)

  • Damage Immunities Non Force Bludgeoing, Piercing, and Slashing
  • Skills Athletics +12, Force +8, Mechanics +8, Use The Force +10
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Basic, Binary, Huttese
  • Challenge 21 (33,000 XP)

Aura of Uneasiness. Darth Vader and allies within 30 ft. of him gain a +2 (1d4) bonus to their attack rolls, and enemies within 30 ft. of him suffer a -2 (1d4) to their attack rolls. him can also spend a force point to give enemies within 30 ft. of him a -4 penalty to their damage rolls until the end of his next turn.

Battle Master's Style. Darth Vader has study and mastered all saber styles. He gains the benefits of all 7 saber styles listed in the Jedi Guardian class.

Dark Endurance. While under the effects of dark rage Darth Vader takes half damage from weapon attacks.

Djem-so/Shien Specialist. Darth Vader has training in the Djem- So/Shien Lightsaber style and techniques.



Furnace of Fear. When Darth Vader is affected by the frightened condition as an action he can spend a force point to make a Use The Force check (Cha) against the save DC of the affect that caused the fear, on a success he ends the frightened condition and deals maximum damage on his weapon damage rolls for the remaining time of the frightened condition.

Darth Vader can use this ability once per short rest.

Makashi Specialist. Darth Vader has training in the Makashi Lightsaber style and techniques.

Mindless Rage. Darth Vader can't be charmed or frightened while under the effect of dark rage. If he is charmed or frightened when he enters dark rage, the effect is suspended for the duration of the dark rage.

Lighsaber Defense. Whenever Darth Vader uses a saber to defend himself he gains the following benefits:

  • If he successfully negates a ranged weapon attack in this way he can spend 1 force point to make a ranged weapon attack with the weapon or ammunition he deflected, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies.
  • He may spend a force point to add half his proficiency to his AC until the start of his next turn

Persistent Rage. Darth Vader can activate dark rage at its lowest level without expending a power slot. If he wants to activate dark rage at a higher level, he must expend a power slot as normal.

Relentless Rage. If Darth Vader drops to 0 hit points while he is raging and don't die outright, he can make a DC 10 constitution saving throw. If he succeeds, he drops to 1 hit point instead.

Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

Retaliation. When Darth Vader takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature

Soresu Specialist. Darth Vader has training in the Soresu Lightsaber style and techniques.

Temptation. As a bonus action Darth Vader can force an opponent within 30 feet of him to make a Charisma saving throw. On a failure the target is filled with fear or anger, briefly giving into the power of the darkside. If the target spends a force point their darkside score increases by one for each force point spent, if they use a force power their darkside score increases an amount equal to the level of the power, core powers increase their darkside score by 1. On a success the target is unaffected and can not be affected by this power for the next 24 hours.

Made by Llama513 @ Giant in the Playground


While affected by this power the target can not use a lightside power.

Force User. Darth Vader is a 20th level third level force user. His force power ability is Charisma (power save DC 18, +10 to hit with powers). He has 133 force points available and knows the following force powers:

Core powers (at will): Battle Stike,Blade Ward,Message, Move Light Object,Shatterpoint, Telekinetic Blast

1st level: Dark Rage,Force Disarm,Force Thrust,Move Object,Surge,Tutaminis

2nd level:Force grip, Force Stun

3rd level: Rebuke

4th level: Dominate Beast

5th level: Farseeing, Force Scream

6th level: Harm

7th level: Finger of Death

8th level: Dominate Master

9th level: Psychic Sceam

Actions

Multiattack. Darth Vader makes two attacks: two attacks with his lightsaber.

Dual-Phase Lightsaber. Melee Weapon Attack: +12 + 2 (1d4) to hit, reach 5/10ft., one target. Hit 16 (2d8 + 7) radiant damage or 18 (2d10 + 7) Ranged Weapon Attack: +12 + 2 (1d4) to hit, range 20/60 ft., one target. Hit 16 (2d8+7) radiant damage.

Made by Llama513 @ Giant in the Playground

Hosk Trey'lis


Hosk Trey'lis

Medium Bothan


  • Armor Class 15 (Unarmored)
  • Hit Points 76
  • Speed 30 ft.
  • Initiative +5

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (0) 14 (+2) 16 (+3) 10 (0)

  • Skills Investigation +4, Force +4,Medicine +7, Use Computer +4, Perception +7, Use The Force +7
  • Senses passive Perception 17
  • Languages Basic, Bocce, Bothan, Yuuzhan Vong
  • Challenge 9 (5,000 XP)

Healing Boost. Whenever Hosk Trey'lis uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

If he uses vital transfer he instead heals additional hit points equal to 10, or 2 + the power's level whichever is higher.

Force Healer. Hosk Trey'lis can make a Wisdom Use the Force check in place of a Medicine check.

His proficiency bonus is doubled when making a Use the Force check in this way.

Soothe. When Hosk Trey'lis casts vital transfer he can remove one level of exhaustion instead of healing, in exchange he gains one level of exhaustion instead of taking damage.

Force User. Hosk Tery'lis is a 11th level Jedi Consular. His force power ability is Wisdom (power save DC 15, +7 to hit with powers). He has 73 force points available and has prepared the following force powers:

Core powers (at will): Enlighten, Light, Move Light Object, Telekinetic Blast, Spare the Dying

1st level: Inspire, Vital Transfer, Force Thrust, Move Object, Crucitorn, Force Shield

2nd level:Aid, Lesser Restoration, Calm Emotions, Malacia Force Slam

3rd level: Force Trance, Revivify, Rebuke, Aura of Vitality, Beacon of Hope

4th level: Aura of Life, Aura of Purity, Death Ward

5th level: Commune With Nature, Greater Restoration, Destructive Wave, Telekenesis

6th level: Heal



Actions

Lightsaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) radiant damage or 14 (2d10 + 3) Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit 12 (2d8+3) radiant damage.

Made by Llama513 @ Giant in the Playground

Kazdan Paratus

Not all Jedi who survive Order 66 manage to escape unharmed. After being betrayed by clone troppers adn branded a traitor by Palpatine, the Aleena Jedi Kazdan Paratus flees the carnage and ends up hiding amid the industrial wastelands on Raxus Prime. His accelerated Aleena metabolism reacted poorly to the prolonged stress of serving in the Clone Wars an dthe trauma of Order 66, sendin gParatus into an emotional meltdown and a permanent state of insanity. The once courageous Jedi Knight spirals into a delusional existence of denial and fantasy.

In the first throes of his insanity, Paratus nurtures an inferiority complex focused on his size. As a result, he attaches four prosthetic, mechanical spider arms to his back to provide him with greater size and mobility as needed. As he trains with his new attachments, Paratus enters the next phase of his descent into insanity. The Jedi Knight perpetuates a grand delustion that he is a member of the Jedi Council. Using Raxus Prime's abundant industrial debris and an army of mechanical constructs he creates from junk, Paratus builds an elaborate replica of the Jedi Temple. He populates it with "Jedi Masters" fashioned from debris, with whom he holds sessions as a member of the Jedi Council. Paratus spends his days prowling his Jedi Temple (on the floor, walls and ceilings, tanks to his spider limbs), consulting the "library". and conducting training with imaginary Jedi Padawans (and honing his own skills). He modifies the animated constructs used to build the temple to become mechanized guards who protect the temple against its "enemies" - anyone seeking to enter and destroy Paratus's hold over his imaginary Jedi Order.

Most inhabitants of Raxus Prime who discover Paratus's deranged Jedi Temple steer lcear of the Jedi. Paratus rarely ventures out of his lair, preferrinf his custom-made yet delusional enviroment to the trials of the real world. Those who trespass in his domain must face his automated army of junk guardians and , if they get very far, the wrath of the insane Jedi himself.


Kazdan Paratus

Small Aleena


  • Armor Class 15
  • Hit Points 102
  • Speed 40ft. Climb 40ft.
  • Initiative +5

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (0) 14 (+2) 14 (+2) 10 (0)

  • Skills Acrobatics +7, Force +6, Mechanics +6, Perception +6, Stealth +7, Use The Force +6
  • Senses passive Perception 16
  • Languages Aleen, Basic
  • Challenge 7 (2,900 XP)

Djemso/Shien Specialist. Kazdan Paratus has training in the Djemso/Shien Lightsaber style and techniques

Force User. Kazdan Paratus is a 10th level second level force user. His force power ability is Wisdom (power save DC 14, +6 to hit with powers). He has 27 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object, Telekinetic Blast

1st level: Force Thrust,Force Shield,Move Object,Surge,Tutaminis

2nd level:Force Slam, Force Stun

3rd level: Rebuke

Actions

Multiattack. Kazdan Paratus makes three attacks: two attacks with his lightsaber pike and one with his spider claw.

Lightsaber Pike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) radiant damage Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit 13 (2d8+4) radiant damage.

Spider Claw. Melee weapon attack: +7 to hit, reach 10ft., one target. Hit 8 (1d8+3) Slashing damage

Made by Llama513 @ Giant in the Playground

Maris Brood

The last Padawan of Jedi Master Shaak Ti, Maris Brood fled to Felucia after serving the Republic during the later years o fthe Clone Wars adn escaping the execution of Order 66. During her time on Felucia - while her Master focused on training the native shamans in the ways of the Force-Brood wandered off on her own, testing her skills against teh palnet's hostile wildlife and exploring the Force along her own course. After Vader's minion defeats Shaak Ti, Brood is left on her own with the Force-sensitive natives and teh harsh Felucian wilderness. Fueled by her anger at Shaak Ti for abondoning her, horror at the carnage of her Master's death, and isolation on the dangerous planet of Felucia, Brood descends toward the dark side. Brood establishes herself as the leader of teh dark Felucian shamans and trains many rancors to do her bidding. her most dangerous ally is the bull rancor, which she uses to fend off any intruders into her domain.


Maris Brood

Medium Zabrak


  • Armor Class 14
  • Hit Points 69
  • Speed 30 ft.
  • Initiative +4

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 9 (-1) 14 (+2) 14 (+2) 12 (+1)

  • Skills Acrobatics +5, Perception +5, Stealth +5, Use The Force +5
  • Senses passive Perception 15
  • Languages Basic, Zabrak
  • Challenge 3 (1,800 XP)

Ataru Stylist Maris Brood has training in the ataru saber style and has knowledge of the saber swarm technique.

Lighsaber Defense. Whenever Maris Brood uses a saber to defend herrself she gain the following benefits:

  • If she successfully negates a ranged weapon attack in this way she can spend 1 force point to make a ranged weapon attack with the weapon or ammunition she deflected, as part of the same reaction. She makes this attack with proficiency, regardless of her weapon proficiencies.
  • She may spend a force point to add half her proficiency to her AC until the start of her next turn

Twin Weapon style. Maris Brood can make two attacks with each of her Guard Shotos. Each attack must be against a different opponent.



Force User. Maris Brood is a 7th level first level force user. Her force power ability is Wisdom (power save DC 13, +5 to hit with powers). She has 6 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object

1st level: Dark Rage, Move Object, Surge

2nd level: Cloak, Force Grip

Actions

Multiattack. Maris Brood makes two attacks: two attacks with her Guard Shotos as a standard action. She can make a third attack with her Guard Shoto as a bonus action

Guard Shoto. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (2d4 + 2) radiant damage Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 7 (2d4+2) radiant damage.

Made by Llama513 @ Giant in the Playground

Nahdar Vebb


Nahdar Vebb

Medium Mon Calamari


  • Armor Class 13 (Unarmored)
  • Hit Points 73
  • Speed 30 ft.
  • Initiative +3

STR DEX CON INT WIS CHA
14 (+2) 11 (0) 10 (0) 13 (+1) 16 (+3) 16 (+3)

  • Skills Acrobatics +3, Force +4,Medicine +6, Perception +6, Use The Force +6
  • Senses passive Perception 16
  • Languages Basic, Mon Calamari
  • Challenge 4 (1,100 XP)

Healing Boost. Whenever Hosk Trey'lis uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

If he uses vital transfer he instead heals additional hit points equal to 10, or 2 + the power's level whichever is higher.

Force Healer. Hosk Trey'lis can make a Wisdom Use the Force check in place of a Medicine check.

His proficiency bonus is doubled when making a Use the Force check in this way.

Shii-Cho Specialist. Nahdar Vebb has training in the Shii-Cho Lightsaber style and techniques.

Soothe. When Hosk Trey'lis casts vital transfer he can remove one level of exhaustion instead of healing, in exchange he gains one level of exhaustion instead of taking damage.

Force User. Nahdar Vebb is a 8th level Jedi Consular. His force power ability is Wisdom (power save DC 14, +6 to hit with powers). He has 44 force points available and has prepared the following force powers:

Core powers (at will): Battle Strike, Enlighten, Move Light Object, Telekinetic Blast, Spare the Dying

1st level: Inspire, Vital Transfer, Move Object, Tutaminis, Surge, Force Thrust, Dark Rage, Wound

2nd level:Aid, Lesser Restoration,Force Slam, Force Grip

3rd level: Force Trance, Revivify, Rebuke, Force Valor, Vampiric Touch

4th level: Aura of Life, Aura of Purity



Actions

Lightsaber. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) radiant damage or 14 (2d10 + 3) Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit 12 (2d8+3) radiant damage.

Made by Llama513 @ Giant in the Playground

Quinlan Vos


Quinlan Vos

Medium Kiffar


  • Armor Class 15
  • Hit Points 114
  • Speed 30 ft.
  • Initiative +5

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 12 (+1)

  • Damage Resistance Darkside Force Powers
  • Skills Acrobatics +14, Deception +13, Force +8, Galatic Lore +14, Perception +9, Stealth +14, Use The Force +15
  • Senses blindsense 10 ft., passive Perception 19
  • Languages Basic, Ryl
  • Challenge 15 (13,000 XP)

Ataru Specialist. Quinlan Vos has training in the Ataru Lightsaber style and techniques.

Clear Mind. Quinlan Vos has advantage on Use the Force Checks made to hide his presence from other Force Users.

Cunning Action. Quinlan Vos can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Dampen Presence. When Quinlan Vos interacts with another sentient creature he can use a bonus action to reduce the impression he leaves on it. When he has finished interacting with the creature, they make a Wisdom saving throw DC 17, on a failure they do not remember interacting with him once he is gone. This is a mind-affecting effect.

Dark Deception. When another creature attempts to sense Quinlan Vos through the Force in any way, he can choose to act as though his Dark Side Score equals his Wisdom score.

Dark Retaliation. As a reation to being targeted by a darkside power Quinlan Vos can activate a force power of his own in retialiation.

Darkside Sense. Quinlan Vos has advantage on Use the Force Checks made to sense the presence of creatures with a dark side score of 1 or higher.

Djem-so/Shien Specialist. Quinlan Vos has training in the Djem- So/Shien Lightsaber style and techniques.

Evasion. When Quinlan Vos is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.



Reliable Talent. Whenever Quinlan Vos makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.

Shadow's Strike. When Quinlan Vos uses his sneak attack feature against a creature with a darkside score of 1 or higher, he roll d8s instead of d6s for the extra damage dealt.

Sneak Attack. As the Jedi Sentinel feature, for 27 (9d6) extra damage

Uncanny Dodge. When an attacker that Quinlan Vos can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Force User. Quinlan Vos is a 17th level third level force user. His force power ability is Wisdom (power save DC 17, +9 to hit with powers). He has 107 force points available and knows the following force powers:

Core powers (at will): Battle Strike

1st level: Dark Rage, Move Object, Vital Transfer

2nd level: Force Slam, Mind Trick, Cloak

3rd level: Force lighning, Rebuke, Non Detection

4th level: Greater Cloak, Force Track

5th level: Farseeing, Mislead

6th level: Chain Lightning, Globe of Invulnerability

7th level:Force Whirlwind

8th level: Mind Blank

9th level: Foresight, Psychic Scream

Actions

Lightsaber. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) radiant damage or 15 (2d10 + 4) Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit 13 (2d8+4) radiant damage.

Made by Llama513 @ Giant in the Playground

Rahm Kota

When the Clone Wars break out and Palpatine reveals his massive armies of clone troopers, many express their concern at this explosive military escalation. Jedi Master Rahm Kota, promoted to a position as a general during the conflict, his own hand-picked and personally trained milita unit entirely free of clone personnel. Kota's Militia deploys both as a combat unit in the field and as a special operations force against specialized targets. The decision costs Kota durin gthe many battles in the Clone Wars. He slowly grows weary of seeing his soldiers and trusted friends fall in a conflict that he ultimately suspects will elecate Palpatine, exterminate the Jedi, and destroy the Republic.

His choice to lead nonclone troops saves Kota from Order 66, since he has no clones under his command and thus no hostile military force betraying him; however, it dooms him an dhis soldiers to an existence as hunted renegades and known enemies of the Empire durin gthe Dark Times. Kota and his militia flee into the Outer Rim and establish a string of small bases from which they sabotage and assault a number of imperial facilities, including a TIE fighter construction installation above Nar Shaddaa. They live a dangerous existence, constantly on the run from imperial forces and evading an ever-intensifying hunt for renegade Jedi. Despite his military leadership and expertise as a Jedi, Kota eventually falls prey to one of Vader's minioins hunting down teh last vestiges of the Jedi Knights.


Rahm Kota

Medium Human


  • Armor Class 18 (Light Battle Armor)
  • Hit Points 109
  • Speed 30 ft.
  • Initiative +5

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 10 (0)

  • Condition Immunities Frightened
  • Skills Acrobatics +9, Force +8, Use Computer +5, Perception +8, Use The Force +8
  • Senses passive Perception 18
  • Languages Basic
  • Challenge 9 (5,000 XP)

Battle Meditation. Rahm Kota and allies within 10 ft. of him gain a +2 (1d4) bonus to their attack rolls. He can also spend a force point to give himself and his allies a +2 bonus to their damage rolls until the end of his next turn.



Djem-so/Shien Specialist. Rahm Kota has training in the Djem- So/Shien Lightsaber style and techniques.

Elusive Target. While fighting two or more creatures in melee, ranged attacks against Rahm Kota are made at disadvantage.

Force Revive. As a reaction to an ally being reduced to 0 hitpoints within 10 ft. of him Rahm Kota can spend a force point to allow that ally to roll a hit die adn heal for the amount rolled.

Jedi Battle Commander. Allies within 10 ft. of Rahm Kota gain +2 to thier attack and damage rolls.

Juyo Specialist. Rahm Kota has training in the Juyo Lightsaber style and techniques.

Lighsaber Defense. Whenever Rahm Kota uses a saber to defend himself he gains the following benefits:

  • If he successfully negates a ranged weapon attack in this way he can spend 1 force point to make a ranged weapon attack with the weapon or ammunition he deflected, as part of the same reaction. He make this attack with proficiency, regardless of his weapon proficiencies.
  • He may spend a force point to add half his proficiency to his AC until the start of his next turn

Mobile Attack. After taking the attack action Rahm Kota can spend a force point to move up to his full speed as a free action.

Shii-Cho Specialist. Rahm Kota has training in the Shii-Cho Lightsaber style and techniques.

Force User. Rahm Kota is a 20th level second level force user. His force power ability is Wisdom (power save DC 16, +8 to hit with powers). He has 64 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object, Telekinetic Blast

1st level: Crucitorn, Force Thrust,Force Shield,Move Object,Repulse,Surge,Tutaminis

2nd level:Force Slam, Force Stun, Mind Trick

3rd level: Rebuke, Slow

4th level: Death Ward

5th level: Farseeing

Actions

Multiattack. Rahm Kota makes two attacks: two attacks with his lightsaber.

Lightsaber. Melee Weapon Attack: +11 + 2 (1d4) to hit, reach 5ft., one target. Hit 16 (2d8 + 7) radiant damage or 16 (2d10 + 5) Ranged Weapon Attack: +11 + 2 (1d4) to hit, range 20/60 ft., one target. Hit 16 (2d8+7) radiant damage.

Made by Llama513 @ Giant in the Playground

Shaak Ti

This Togruta Jedi Master and influential member of the Jedi Council served with distinction as a Jedi High General druing the Clone Wars. The Jedi revere Shaak Ti as one of the higherst of their Order and among the most accomplished in lightsaber combat. Unfortunately for her, nothing could save her from Palpatine's treachery.

She narrowly survived the carnage of Order 66 and fled to Felucia. She searched the planet for any signs of other Jedi who managed to excape, and ultimately disappeared into the wilderness to flee from Imperial forces adn find a safe haven.

The Jedi Master struggled to survive in Felucia's harsh environment and eventually made contact with the native population living amid the dense fungi jungles. She established a raport with the Force-sensitive Felucians and began training their shamans in specific powers to help them oppose the Imperial troops and minions of Vader taht are hunting down the Jedi adn seekingto eradicate the native Force-users on the planet.

During this Time, Shaak Ti's new apprentice Maris Brood begins experimenting with the Force on her own and starts down teh path toward the dark side. Her efforts to train the Felucians, her concern for Maris Brood's divergence from the Jedi path, and the constant struggle to remain hidden distract Shaak Ti when one of Vader's Jedi hunters appears and destroys her leaving her padawan and the Felucians to their own devices.


Shaak Ti

Medium Togruta


  • Armor Class 21 (Unarmored)
  • Hit Points 140
  • Speed 40 ft.
  • Initiative +6

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 10 (0)

  • Skills Acrobatics +9, Force +7, Nature +7, Perception +10, Use The Force +10
  • Senses passive Perception 20
  • Languages Basic, Togruti
  • Challenge 17 (18,000 XP)

Ataru Specialist. Shaak Ti has training in the Ataru Lightsaber style and techniques.

Battle Meditation. Shaak Ti and allies within 30 ft. of her gain a +2 (1d4) bonus to their attack rolls, and enemies within 30 ft. of her suffer a -2 (1d4) to their attack rolls. She can also spend a force point to give herself and her allies a +4 bonus to their damage rolls until the end of her next turn.

Defensive Circle. Shaak Ti and allies within 30 feet of her gain a +4 bonus to their AC.



Elusive Target. While fighting two or more creatures in melee, ranged attacks against Shaak Ti are made at disadvantage.

Force Revive. As a reaction to an ally being reduced to 0 hitpoints within 30 ft. of her Shaak Ti can spend a force point to allow that ally to roll a hit die and heal for the amount rolled.

Jedi Battle Commander. Allies within 30 ft. of Shaak Ti gain +2 to thier attack and damage rolls.

Lighsaber Defense. Whenever you use a saber to defend yourself you gain the following benefits:

  • If you successfully negate a ranged weapon attack in this way you can spend 1 force point to make a ranged weapon attack with the weapon or ammunition you deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
  • You may spend a force point to add half your proficiency to your AC until the start of your next turn

Makashi Specialist. Shaak Ti has training in the Makashi Lightsaber style and techniques.

Mobile Attack. After taking the attack action Shaak Ti can spend a force point to move up to her full speed as a free action.

Force User. Shaak Ti is a 18th level third level force user. Her force power ability is Wisdom (power save DC 18, +10 to hit with powers). He has 114 force points available and knows the following force powers:

Core powers (at will): Battle Stike,Light,Message, Move Light Object,Spare the Dying, Telekinetic Blast

1st level: Force Thrust,Move Object,Surge,Tutaminis

2nd level:Force Slam, Force Stun

3rd level: rebuke

4th level: Force Track

5th level: Telekinesis, Telepathic Bond

6th level: Heal

7th level: Delayed Fireball

8th level: Earthquake

9th level: Sever Force

Actions

Multiattack. Shaak Ti makes two attacks: two attacks with her lightsaber.

Made by Llama513 @ Giant in the Playground


Lightsaber. Melee Weapon Attack: +10 + 2 (1d4) to hit, reach 5ft., one target. Hit 15 (2d8 + 6) radiant damage or 15 (2d10 + 4) Ranged Weapon Attack: +10 + 2 (1d4) to hit, range 20/60 ft., one target. Hit 15 (2d8+6) radiant damage.

Made by Llama513 @ Giant in the Playground

Shado Vao


Shado Vao

Medium Twilek


  • Armor Class 16
  • Hit Points 100
  • Speed 30 ft.
  • Initiative +6

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (0)

  • Skills Acrobatics +8, Perception +5, Use The Force +5
  • Senses passive Perception 15
  • Languages Basic, Huttese, Ryl
  • Challenge 8 (3,900 XP)

Ataru Specialist Shado Vao has training in the ataru saber style and techniques.

Lighsaber Defense. Whenever Shado Vao uses a saber to defend himself he gains the following benefits:

  • If he successfully negates a ranged weapon attack in this way he can spend 1 force point to make a ranged weapon attack with the weapon or ammunition he deflected, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies.
  • He may spend a force point to add half his proficiency to his AC until the start of his next turn

Niman Specialist Shado Vao has training in the niman saber style and techniques.

Trakata Specialist Shado Vao has training in the trakata saber style and techniques.

Twin Weapon style. Shado Vao can make two attacks with his saber. Each attack must be against a different opponent.

Shado Vao can move 10 feet inbetween each of these attacks without provoking an attack of oppurtunity.

Force User. Shado Vao is a 10th level third level force user. hi force power ability is Wisdom (power save DC 14, +6 to hit with powers). She has 64 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Move Light Object, Telekinetic Blast

1st level:Force Thrust, Move Object, Surge, Tutaminis

2nd level: Mind Trick, Force Slam



3rd level: Force Valor,Rebuke

4th level: Death Ward

5th level: Farseeing, Steel Wind Strike

Actions

Multiattack. Shado Vao makes two attacks: two attacks with his saber as a standard action. He can make a third attack with his saber as a bonus action, (this can only be done when he has both blades extended). Shado Vao prefers to make his attacks with his saber in Quarterstaff mode.

Shado's Saber (Quarterstaff mode). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) radiant damage Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit 14 (2d8+5) radiant damage. Shado's Saber (Saber mode). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) radiant damage or 16 (2d10 +5) radiant damage Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit 14 (2d8+5) radiant damage. Shado's Saber (Saberstaff mode). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) radiant damage Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit 13 (2d8+4) radiant damage. Shado's Saber (Long-Handle mode). Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 15 (2d10 + 4) radiant damage Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit 15 (2d10+4) radiant damage.

Made by Llama513 @ Giant in the Playground

Zayne Carrick


Zayne Carrick

Medium human


  • Armor Class 14
  • Hit Points 69
  • Speed 30 ft.
  • Initiative +4

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 10 (0)

  • Skills Acrobatics +5, Deception +5, Use The Force +5
  • Senses passive Perception 11
  • Languages Basic
  • Challenge 4 (1,100 XP)

Lighsaber Defense. Whenever Zayne Carrick uses a saber to defend himself he gains the following benefits:

  • If he successfully negates a ranged weapon attack in this way he can spend 1 force point to make a ranged weapon attack with the weapon or ammunition he deflected, as part of the same reaction. He makes this attack with proficiency, regardless of his weapon proficiencies.
  • He may spend a force point to add half his proficiency to his AC until the start of his next turn

Shii-cho Specialist Zayne Carrick has training in the Shii-cho saber style and techniques.

Force User. Zayne Carrick is a 7th level first level force user. His force power ability is Wisdom (power save DC 13, +5 to hit with powers). He has 6 force points available and knows the following force powers:

Core powers (at will): Battle Stike, Telekinetic Blast

1st level: Force Thrust, Move Object, Surge

2nd level: Force Slam, Mind Trik

Actions

Multiattack. Zayne Carrick makes two attacks: two attacks with his lightsaber or two attacks with his blaster pistol

lightsaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) radiant damage or 15 (2d10+4) radiant damage Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 13 (2d8+4) radiant damage.

Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit 10 (2d6+3) radiant damage

Made by Llama513 @ Giant in the Playground