Galactic Threats

=Battle Droids= Many militaries supplement their living troops with battle droids, or use armies consisting entirely of them. While the droids have little tactical sense and need constant direction from a commander, they make fearsome opponents in large numbers, especially the more expensive heavy assault models.

Assault Droid

 * Type: Medium Construct
 * Hit Dice: 1d10+70 (80 hp)
 * Initiative: +5
 * Speed: 20
 * Armor Class: 15 (+5 Dex)
 * Base Attack/Grapple: +12, Grapple +11
 * Attacks: Blaster +17/+12/+7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Energy Shield, Hive Mind
 * Saves: Fort +8, Ref +9, Will +8
 * Abilities: Str 8, Dex 20, Con -, Int 16, Wis 14, Cha 8
 * Skills:
 * Feats: -


 * Challenge Rating: 15
 * Advancement: -
 * Level Adjustment: -

Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct. An assault droid typically moves until it sees a target, throws up its shield, and then begins firing. It will not lower the shield until all detected hostiles are destroyed, at which point it drops the shield and moves to acquire new targets.
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Energy Shield (Ex): As a full-round action, the Assault Droid can put up an energy shield that extends around it in a 5-foot radius. The shield gives the droid DR 20/lightsaber. The shield can absorb up to 100 points of damage before failing, at which point it can't be raised again for an hour. While the shield is on, the droid's movement speed is reduced to 5. Attacks that originate from inside the shield, such as a grenade, or a blaster inside the shield's radius, do full damage. The shield doesn't prevent solid objects from moving in and out of it, but blocks blaster bolts, concussive force from explosions, and fire.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Battle Droid

 * Type: Medium Construct
 * Hit Dice: 1d10 (10 hp)
 * Initiative: +3
 * Speed: 20
 * Armor Class: 13 (+3 Dex)
 * Base Attack/Grapple: +0, Grapple -1
 * Attacks: Blaster +3
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Hive Mind
 * Saves: Fort +2, Ref +3, Will +2
 * Abilities: Str 8, Dex 16, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -


 * Challenge Rating: 1/2
 * Advancement: -
 * Level Adjustment: -

Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Mark II Battle Droid

 * Type: Medium Construct
 * Hit Dice: 1d10+20 (30 hp)
 * Initiative: +3
 * Speed: 20
 * Armor Class: 13 (+3 Dex)
 * Base Attack/Grapple: +4, Grapple -1
 * Attacks: Blaster +7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Hive Mind
 * Saves: Fort +4, Ref +5, Will +4
 * Abilities: Str 8, Dex 17, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -


 * Challenge Rating: 3
 * Advancement: -
 * Level Adjustment: -

Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Mark III Battle Droid

 * Type: Medium Construct
 * Hit Dice: 1d10+45 (55 hp)
 * Initiative: +4
 * Speed: 20
 * Armor Class: 14 (+4 Dex)
 * Base Attack/Grapple: +8, Grapple -1
 * Attacks: Blaster +12/+7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits, Hive Mind
 * Saves: Fort +6, Ref +7, Will +6
 * Abilities: Str 8, Dex 18, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -


 * Challenge Rating: 7
 * Advancement: -
 * Level Adjustment: -

Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

Super Battle Droid

 * Type: Medium Construct
 * Hit Dice: 1d10+70 (80 hp)
 * Initiative: +5
 * Speed: 20
 * Armor Class: 15 (+5 Dex)
 * Base Attack/Grapple: +12, Grapple -1
 * Attacks: Blaster +17/+12/+7
 * Damage: Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: Construct Traits
 * Saves: Fort +8, Ref +9, Will +8
 * Abilities: Str 8, Dex 20, Con -, Int 16, Wis 14, Cha 8
 * Skills: -
 * Feats: -


 * Challenge Rating: 11
 * Advancement: -
 * Level Adjustment: -

Droids attack any creature designated as an enemy in their brains (most anything that hasn't been given an "ally" designation). They have little sense of self-preservation or tactical instinct.
 * Combat
 * Construct Traits (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
 * Hive Mind (Ex): All battle droids are aware of anything that any other battle droid is aware of, within a sixty-foot radius. A battle droid cannot be flanked unless all the battle droids in a sixty-foot radius are flanked.

=Jedi=

Jedi Initiate

 * Type: Medium Humanoid (Human)
 * Hit Dice: 5d8+5 (29 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 25 (+9 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +3, +0
 * Attacks: Lightsaber +8
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Dark Side Defense +1
 * Saves: Fort +1, Ref +8, Will +7
 * Abilities: Str 10, Dex 19, Con 10, Int 10, Wis 17, Cha 8
 * Skills: Concentration +8, Heal +11, Knowledge (Jedi Lore) +8, Knowledge (World Lore) +8, Pilot +12
 * Feats: Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 5


 * Force Powers (12 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Cloud Mind, Suggestion
 * ML 5th, Save DC 13 + power level.

Junior Jedi

 * Type: Medium Humanoid (Human)
 * Hit Dice: 1d8 (8 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 24 (+8 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +0, +0
 * Attacks: Lightsaber +0
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: -
 * Saves: Fort +0, Ref +6, Will +5
 * Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 8
 * Skills: Concentration +4, Heal +7, Knowledge (Jedi Lore) +4, Knowledge (World Lore) +4, Pilot +8
 * Feats: Combat Manifestation, Dodge, Force Dodge


 * Challenge Rating: 1


 * Force Powers (1 Power Point)
 * 1) Charm
 * ML 1st, Save DC 13 + power level.

Veteran Jedi

 * Type: Medium Humanoid (Human)
 * Hit Dice: 10d8+10 (54 hp)
 * Initiative: +5
 * Speed: 30
 * Armor Class: 29 (+12 Class, +5 Dex, +2 Dodge)
 * Base Attack/Grapple: +7, +0
 * Attacks: Lightsaber +12/+7
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Dark Side Defense +2
 * Saves: Fort +3, Ref +11, Will +11
 * Abilities: Str 10, Dex 20, Con 10, Int 10, Wis 18, Cha 8
 * Skills: Concentration +13, Heal +17, Knowledge (Jedi Lore) +13, Knowledge (World Lore) +13, Pilot +17
 * Feats: Combat Defense I, Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Overchannel, Talented, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 10


 * Force Powers (47 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Cloud Mind, Suggestion
 * 3) Defensive Precognition, Offensive Precognition
 * ML 5th, Save DC 14 + power level.

=Rancor=
 * Type: Gargantuan Animal
 * Hit Dice: 16d8+192 (260 hp)
 * Initiative: -1
 * Speed: 60
 * Armor Class: 30 (+25 Natural, -4 Size, -1 Dex)
 * Base Attack/Grapple: +12, Grapple +42
 * Attacks: Bite +26 and 2 Claws +21
 * Damage: Bite 2d8+27, Claw 2d6+18
 * Space/Reach: 15x15, 20 Feet
 * Special Attacks: Improved Grab, Swallow Whole
 * Special Qualities: DR 5/lightsaber
 * Saves: Fort +23, Ref +9, Will +8
 * Abilities: Str 46, Dex 8, Con 32, Int 4, Wis 16, Cha 6
 * Skills: Listen +22
 * Feats: Alertness, Awesome Blow, Improved Bull Rush, Improved Toughness, Power Attack, Snatch


 * Challenge Rating: 16
 * Advancement: 17-20 HD (Gargantuan), 21+ HD (Colossal)

The rancor is an enormous bipedal monster found originally on the planet Dathomir. Juvenile rancors are sometimes captured and used for special purposes by crime lords and intergalactic zoos.
 * Description

The rancor is always hungry, and usually angry. It runs down anything slow enough to catch, scoops it up, and eats it. The rancor has poor eyesight, so it relies on its hearing to detect hidden creatures. On open ground, they're especially dangerous--it's nearly impossible to stop a charging rancor.
 * Combat
 * Improved Grab: A rancor can automatically start a grapple with a creature of large size or smaller by hitting with a claw attack.
 * Swallow Whole: On the round after grappling a creature, the rancor make another grapple check as a full-round action to put the creature in its mouth. This automatically deals bite damage. On the round after that, it can make a standard action to swallow the creature. A swallowed creature takes 5d10 acid damage per round inside the rancor's stomach. Dealing 50 points of damage to the inside of the rancor's stomach (which still has damage reduction) opens a hole that a victim can climb out of. The rancor's stomach muscles automatically close such holes after two rounds.

=Sith=

Sith Initiate

 * Type: Medium Humanoid (Human)
 * Hit Dice: 5d8+5 (29 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 25 (+9 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +3, +0
 * Attacks: Lightsaber +8
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Light Side Defense +1
 * Saves: Fort +1, Ref +8, Will +3
 * Abilities: Str 10, Dex 19, Con 10, Int 10, Wis 8, Cha 17
 * Skills: Concentration +8, Heal +11, Knowledge (Jedi Lore) +8, Knowledge (World Lore) +8, Pilot +12
 * Feats: Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 5


 * Force Powers (12 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Lightning Push, Lightning Stun
 * ML 5th, Save DC 13 + power level.

Sith Pawn

 * Type: Medium Humanoid (Human)
 * Hit Dice: 1d8 (8 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 24 (+8 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +0, +0
 * Attacks: Lightsaber +0
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: -
 * Saves: Fort +0, Ref +6, Will +2
 * Abilities: Str 10, Dex 18, Con 10, Int 10, Wis 8, Cha 16
 * Skills: Concentration +4, Heal +7, Knowledge (Jedi Lore) +4, Knowledge (World Lore) +4, Pilot +8
 * Feats: Combat Manifestation, Dodge, Force Dodge


 * Challenge Rating: 1


 * Force Powers (1 Power Point)
 * 1) Charm
 * ML 1st, Save DC 13 + power level.

Veteran Sith

 * Type: Medium Humanoid (Human)
 * Hit Dice: 10d8+10 (54 hp)
 * Initiative: +5
 * Speed: 30
 * Armor Class: 29 (+12 Class, +5 Dex, +2 Dodge)
 * Base Attack/Grapple: +7, +0
 * Attacks: Lightsaber +12/+7
 * Damage: Lightsaber 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Light Side Defense +2
 * Saves: Fort +3, Ref +11, Will +8
 * Abilities: Str 10, Dex 20, Con 10, Int 10, Wis 8, Cha 18
 * Skills: Concentration +13, Heal +16, Knowledge (Jedi Lore) +13, Knowledge (World Lore) +13, Pilot +17
 * Feats: Combat Defense I, Combat Manifestation, Dodge, Force Dodge, Improved Toughness, Overchannel, Talented, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 10


 * Force Powers (47 Power Points)
 * 1) Charm, Precognition, Stomp
 * 2) Lightning Push, Lightning Stun, Suggestion
 * 3) Defensive Precognition, Offensive Precognition
 * ML 5th, Save DC 13 + power level.

=Soldiers= These human soldiers can be used as stormtroopers, clone troopers, or any other kind of generic combat role.

Trooper

 * Type: Medium Humanoid (Human)
 * Hit Dice: 1d10+4 (14 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 24 (+10 Defense, +4 Dex)
 * Base Attack/Grapple: +1, Grapple +1
 * Attacks: Blaster Rifle +6
 * Damage: Blaster Rifle 3d8
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: -
 * Saves: Fort +6, Ref +4, Will -1
 * Abilities: Str 10, Dex 18, Con 18, Int 10, Wis 8, Cha 8
 * Skills: Climb +4, Heal +3, Knowledge (Tactics) +4, Pilot +8, Swim +4
 * Feats: Point Blank Shot, Rapid Shot, Weapon Focus (Blaster Rifle)


 * Challenge Rating: 1

Experienced Trooper

 * Type: Medium Humanoid (Human)
 * Hit Dice: 5d10+25 (55 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 25 (+11 Defense, +4 Dex)
 * Base Attack/Grapple: +5, Grapple +5
 * Attacks: Blaster Rifle +10
 * Damage: Blaster Rifle 3d8+2
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: DR 2/lightsaber (Mark II Armor)
 * Saves: Fort +8, Ref +7, Will +0
 * Abilities: Str 10, Dex 19, Con 19, Int 10, Wis 8, Cha 8
 * Skills: Climb +8, Heal +7, Knowledge (Tactics) +8, Pilot +12, Swim +8
 * Feats: Improved Toughness, Lightning Reflexes, Point Blank Shot, Rapid Shot, Weapon Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle)


 * Challenge Rating: 5

Elite Trooper

 * Type: Medium Humanoid (Human)
 * Hit Dice: 10d10+60 (115 hp)
 * Initiative: +5
 * Speed: 30
 * Armor Class: 30 (+15 Defense, +5 Dex)
 * Base Attack/Grapple: +10, Grapple +10
 * Attacks: Blaster Rifle +17/+12
 * Damage: Blaster Rifle 3d8+2 (19-20 Crit)
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: -
 * Special Qualities: DR 1/lightsaber (Mark I Armor)
 * Saves: Fort +12, Ref +9, Will +2
 * Abilities: Str 10, Dex 20, Con 20, Int 10, Wis 8, Cha 8
 * Skills: Climb +13, Heal +12, Knowledge (Tactics) +13, Pilot +18, Swim +13
 * Feats: Combat Defense I, Combat Defense II, Far Shot, Greater Weapon Focus (Blaster Rifle), Improved Critical, Improved Toughness, Lightning Reflexes, Point Blank Shot, Rapid Shot, Weapon Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle)


 * Challenge Rating: 10

=Legendary NPCs=

Count Dooku (Darth Tyranus)

 * Type: Medium Humanoid (Human Sith Knight 14)
 * Hit Dice: 14d8 (112 hp)
 * Initiative: +4
 * Speed: 30
 * Armor Class: 30 (+14 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +10, Grapple +9
 * Attacks: Lightsaber +17/+12
 * Damage: Lightsaber 3d8-3
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Counter-Strike 3/Day, Force Powers
 * Special Qualities: Light Side Defense +3, AC –1 vs. Blasters
 * Saves: Fort +4, Ref +13, Will +12
 * Abilities: Str 8, Dex 19, Con 10, Int 16, Wis 16, Cha 21
 * Skills: Bluff +22, Concentration +17, Diplomacy +22, Knowledge (Politics) +20, Knowledge (World Lore) +20, Pilot +21, Sense Motive +20, Speak Language +20
 * Feats: Advanced Makashi, Combat Defense I, Combat Defense II, Combat Expertise, Combat Form II: Makashi, Dodge, Force Dodge, Improved Critical (Lightsaber), Improved Disarm, Improved Feint, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 14

ML 14th; Save DC 14 + power level.
 * Force Powers (94 Power Points)
 * 1) Charm, Conceal Thoughts, Demoralize
 * 2) Lightning Push, Lightning Stun, Prowess
 * 3) Defensive Precognition, Lightning Bolt, Offensive Precognition, Telekinetic Force, Telekinetic Thrust
 * 4) Telekinetic Maneuver
 * 5) Mind Probe, Power Resistance

The supposed leader of the separatist movement during the Clone Wars, Count Dooku was in reality only the pawn of Darth Sidious—but a powerful pawn, none the less. A natural diplomat and statesman, Dooku used his skills for evil when he turned to the Dark Side, gathering an alliance of disparate systems to march against a destabilized Galactic Republic. Dooku is a master of the antiquated Makashi lightsaber combat form, making him a difficult opponent for an inexperienced Jedi. Having embraced the Dark Side, he is also very fond of using Force lightning to surprise and destroy his enemies before they even close in—though he is also over-confident in its power, as well.
 * Combat
 * Counter-Strike (Ex): Three times per day as an immediate action, Count Dooku may force an opponent to re-roll any successful attack roll, negating the hit.

Darth Maul

 * Type: Medium Humanoid (Zabrak Sith Warrior 12)
 * Hit Dice: 12d8+24 (120 hp)
 * Initiative: +5
 * Speed: 40
 * Armor Class: 29 (+12 Class, +5 Dex, +2 Dodge), +1 vs. Lightsabers
 * Base Attack/Grapple: +12, Grapple +14
 * Attacks: Double Lightsaber +16/+16/+11/+11/+6/+6
 * Damage: Lightsaber 4d8+3
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: -
 * Saves: Fort +10, Ref +13, Will +5
 * Abilities: Str 17, Dex 21, Con 14, Int 8, Wis 12, Cha 14
 * Skills: Balance +24, Concentration +17, Jump +22, Listen +16, Spot +16, Tumble +24
 * Feats: Combat Form IV: Ataru, Combat Form VI: Niman, Combat Form VII: Juyo, Dodge, Exotic Weapon Proficiency (Double Lightsaber), Force Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Finesse


 * Challenge Rating: 12

ML 12th; Save DC 12 + power level.
 * Force Powers (40 Power Points)
 * 1) Burst, Force Sight
 * 2) Inflict Pain, Sustenance
 * 3) Offensive Precognition, Telekinetic Thrust

The first of Darth Sidious’ many apprentices, Darth Maul was by far the most obsessed with violence. Maul craved murder, and especially longed for the thrill of destroying the Jedi Order and plunging the galaxy into darkness. A Zabrak, Maul covered himself in painful tattoos, completely embracing the ideals of suffering and hatred. Maul is incredibly skilled with a lightsaber, especially with the Juyo combat style, which he prefers to use. He has trained his athletics to the point of perfection, making him a deadly combatant, especially against an unprepared Jedi. He rarely communicates through any means but violence.
 * Combat

Darth Sidious

 * Type: Medium Humanoid (Human Sith Master 20)
 * Hit Dice: 20d6+2 (122 hp)
 * Initiative: +2
 * Speed: 30
 * Armor Class: 26 (+10 Class, +4 Dex, +2 Dodge)
 * Base Attack/Grapple: +10, Grapple +8
 * Attacks: Lightsaber +10/+5
 * Damage: Lightsaber 3d8-2
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Force Powers
 * Special Qualities: Light Side Defense +5
 * Saves: Fort +4, Ref +10, Will +16
 * Abilities: Str 6, Dex 19, Con 6, Int 18, Wis 18, Cha 27
 * Skills: Bluff +33, Concentration +21, Diplomacy +31, Force Mastery +27, Intimidate +31, Knowledge (Jedi Lore) +27, Knowledge (Politics) +27, Knowledge (World Lore) +27, Speak Language +27
 * Feats: Dodge, Efficacious Force Lightning, Empower Power, Force Body, Force Dodge, Force Meditation, Improved Toughness, Overchannel, Quicken Power, Rage of the Dark Side, Shroud of the Dark Side, Talented, Telekinetic Master


 * Challenge Rating: 20

'''ML 20th; Save DC 18 + power level. Save DC 22 + power level with Lightning.'''
 * Force Powers (423 Points)
 * 1) Call to Mind, Charm, Conceal Thoughts, Demoralize, Distract, Far Hand, Force Sight, Mindlink, Missive
 * 2) Biofeedback, Clairvoyant Sense, Id Insinuation, Inflict Pain, Lightning Push, Lightning Stun, Read Thoughts, Suggestion, Sustenance
 * 3) Defensive Precognition, Lightning Bolt, Offensive Precognition, Offensive Prescience, Telekinetic Force, Telekinetic Thrust
 * 4) Dominate, Power Leech, Psychic Vampire, Telekinetic Maneuver
 * 5) Leech Field, Lightning Current, Mind Probe, Psychofeedback, Psychotic Break
 * 6) Co-Opt Concentration, Greater Precognition, Mass Cloud Mind, Suspend Life
 * 7) Fate of One, Lightning Wave, Sequester
 * 8) Hypercognition, Mind Blank
 * 9) Metafaculty

Undisputed leader of the Empire and mastermind behind the Great Jedi Purge, there are few beings in the galaxy anywhere near as vile as Darth Sidious. Now advanced in years, Sidious keeps himself alive only with the power of the Dark Side, his body emaciated from years of age as well as frequent abuse of chaotic Dark Side energy. While Sidious was at one point in his life very dangerous with a lightsaber, his physical state has depreciated to such a degree that only an inexperienced Jedi would find him very challenging in a straight duel. Fortunately for Sidious, he need not engage in simple duels—he traded his physical well-being for immense power with the Dark Side, and need only lift a finger in most cases to destroy an opponent with overwhelming blasts of Force lightning. The wisdom of years, as well as years of unrestricted access to the Jedi Archives, has only increased Sidious’ Force manipulation abilities.
 * Combat

Despite this, Sidious avoids combat whenever possible, as he knows that even the most powerful users of the Force risk much by entering a battle personally. Sidious would much rather talk his way out of a confrontation, or deploy some of his many minions to protect him from harm. Long years of deceiving the last remnants of the Old Republic have made Sidious a skilled diplomat and practiced liar.

Darth Vader

 * Type: Medium Humanoid (Human Sith Knight 18)
 * Hit Dice: 18d10+36 (216 hp)
 * Initiative: +5
 * Speed: 20
 * Armor Class: 34 (+17 Class, +5 Dex, +2 Dodge)
 * Base Attack/Grapple: +13, Grapple +17
 * Attacks: Lightsaber +19/+14/+9 or +19/+19/+14/+9 (Djem So)
 * Damage: Lightsaber 3d8+9 (19-20 Crit) or 3d6+11 (Djem So)
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Crushing Grip, Force Powers, Offensive Rush
 * Special Qualities: The Chosen One, Cortosis Alloy Armor, Cyborg Traits, Life Support, Robotic Senses
 * Saves: Fort +7, Ref +16, Will +12
 * Abilities: Str 22, Dex 20, Con 12, Int 14, Wis 12, Cha 20
 * Skills: Concentration +22, Force Mastery +22, Intimidate +26, Knowledge (Tactics) +23, Listen +26, Pilot +26, Spot +26
 * Feats: Advanced Djem So, Cleave, Combat Defense I, Combat Defense II, Combat Defense III, Combat Form V: Djem So, Dodge, Force Dodge, Improved Critical (Lightsaber), Improved Toughness, Overchannel, Power Attack, Talented, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 21

ML 18th; Save DC 15 + power level.
 * Force Powers (605 Power Points)
 * 1) Catfall, Charm, Missive
 * 2) Brain Lock, Id Insinuation, Read Thoughts
 * 3) Crisis of Breath, Defensive Precognition, Offensive Precognition, Offensive Prescience, Telekinetic Force, Telekinetic Thrust
 * 4) Correspond, Telekinetic Maneuver
 * 5) Mind Probe
 * 6) Greater Precognition

Once the greatest of all Jedi, Anakin Skywalker turned to the Dark Side and helped Darth Sidious obliterate the Jedi Order, destroying the Republic and replacing it with the Galactic Empire, with Sidious as its ruler. This grand betrayal cost Skywalker dearly, however--his new persona, Darth Vader, was horribly crippled after an intense lightsaber battle with his old mentor, Obi-Wan Kenobi--dooming him to exist forever more behind the dark armor that supports his broken body. Darth Vader is a brilliant warrior, his skills augmented by his natural mastery of the Force and a few cybernetic enhancements--though the loss of his body mass reduced some of his ability to manipulate the Force, and he is not as dexterous within his suit as he was in his youth.
 * Combat

Never the less, he is an incredibly skilled lightsaber duelist, unequaled in the art of Djem So. Vader dispatches weaker opponents simply by crushing their throats with the power of the Dark Side--and if he catches his opponent by the throat in hand-to-hand combat, this is often enough to snuff out the life of even a powerful Jedi.
 * Crushing Grip (Ex): If Darth Vader succeeds on a grapple check, he clasps his robotic hand around the throat of his victim and squeezes down with all his rage, causing 1d6+6 damage and 1 temporary Constitution damage each round on every successful grapple check after the first.
 * Offensive Rush (Ex): Once per day, Vader may use the Offensive Rush ability as a free action. This forces an opponent within five feet of him to make a Reflex save (DC 24). If the opponent fails, he cannot attack Vader more than once per round with a melee attack for 18 rounds. On each successive round, the opponent gets another Reflex save to negate the effect.
 * The Chosen One (Su): Darth Vader has the greatest Force potential of any known Jedi, living or dead, and is pre-destined to bring balance to the Force. His base power point total is equal to twice that of a Jedi Master of the same level, and he can spend 4 more power points on any given power manifestation than would be normal for a Jedi of his level (so he could spend 22 points on a single power, or 25 if he used Over-Channel).
 * Cortosis Alloy Armor (Ex): Darth Vader subtracts 5 from all weapon damage rolls made against him, even lightsabers.
 * Cyborg Traits (Ex): Vader is immune to paralysis, stunning, and disease effects. He isn't subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. He is not at risk from death by massive damage.
 * Life Support (Ex): Vader can’t survive without his breathing mask. If it is removed or terribly damaged, he suffocates.
 * Robotic Senses (Ex): Vader’s helmet enhances his physical senses, granting him a +4 bonus to Listen and Spot checks.

Durge

 * Type: Large Aberration (Gen’Dai Mercenary 12)
 * Hit Dice: 12d8+108 (204 hp)
 * Initiative: +4
 * Speed: 40
 * Armor Class: 27 (+11 Class, +4 Dex, +2 Natural, +1 Dodge, -1 Size)
 * Base Attack/Grapple: +12, Grapple +24
 * Attacks: Heavy Blaster +12/+12/+12/+7/+7/+2/+2 or Shield Punch +18/+18/+13/+13/+8/+8 or Flamethrower +19/+14/+9 or Needler +19/+14/+9
 * Damage: Heavy Blaster 3d8 (Crit 19-20), Shield Punch 1d6+9, Flamethrower 3d8 Fire, Needler 1d4 + Poison
 * Space/Reach: 5x5, 10 Feet
 * Special Attacks: Gunslinger +3 3/Day (5 Rounds), Needler Poison
 * Special Qualities: Blindsight 60, DR 5/lightsaber, Regeneration 30
 * Saves: Fort +16, Ref +12, Will +4
 * Abilities: Str 29, Dex 19, Con 26, Int 10, Wis 10, Cha 8
 * Skills: Hide +15, Intimidate +17, Knowledge (Tactics) +18, Listen +15, Move Silently +19, Pilot +19, Spot +15, Survival +18
 * Feats: Dodge, Expert Gunslinger, Extra Gunslinging, Greater Two-Weapon Fighting, Improved Critical (Heavy Blaster), Improved Toughness, Improved Two-Weapon Fighting, Point Blank Shot, Rapid Shot, Skill Focus (Intimidate, Knowledge: Tactics, Survival), Two-Weapon Fighting, Weapon Focus (Heavy Blaster)


 * Challenge Rating: 15

Durge was one of Count Dooku’s hired guns, used primarily to hunt down and destroy Jedi, or defend tactically important locations from imminent attack. Over two thousand years old, Durge was well-known for being virtually un-killable.

Durge recklessly attacks his opponents, unleashing powerful blaster volleys. In melee combat, he has two plasma shield gauntlets that can deflect lightsaber strikes. Using his physical might, he bashes opponents down with them as he moves throughout the battlefield. Durge always makes use of rapid shot and two-weapon fighting to keep an opponent on the defensive. He’ll often switch to using his flamethrower and needle cannon to incapacitate Jedi.
 * Combat
 * Needler Poison (Ex): Foes struck by Durge’s poison needle cannon must make a Fortitude save for each wound (DC 20) or suffer 1d4 points of temporary Strength damage.
 * Regeneration (Ex): Durge regenerates 30 hero points per round. Nothing short of total annihilation on the molecular level can permanently kill him. However, if he is dealt enough damage so that he is moved to at least –204 hero points, he must hibernate for an extended period of time—anywhere from days or weeks, to months or years.

General Grievous

 * Type: Medium Humanoid (Kaleesh Leader 2/Mercenary 6/Soldier 6)
 * Hit Dice: 14d10 (140 hp)
 * Initiative: +6
 * Speed: 30
 * Armor Class: 25 (+12 Class, +6 Dex)
 * Base Attack/Grapple: +13, +18
 * Attacks: Lightsabers +19/+19/+17/+17/+17/+15/+15 or Blaster +17/+17/+12/+12/+7/+7
 * Damage: Lightsaber 3d8+5, Blaster 3d6
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Gunslinger, Offensive Rush
 * Special Qualities: Blood of Sifo-Dyas, DR 5/lightsaber, Cyborg Traits, Heroism, Spider Climb, –2 To Disarm Opposed Rolls, +1 Multiplier Against Critical Hits
 * Saves: Fort +13, Ref +19, Will +13
 * Abilities: Str 23, Dex 23, Con 10, Int 10, Wis 16, Cha 10
 * Skills: Bluff +17, Craft (Droids) +17, Intimidate +20, Knowledge (Tactics) +17, Knowledge (World Lore) +5, Pilot +26, Sense Motive +20, Speak Language +5
 * Feats: Advanced Djem So, Cleave, Combat Form V: Djem So, Exotic Weapon Proficiency (Lightsaber), Greater Two-Weapon Fighting, Greater Weapon Focus (Lightsaber), Improved Two-Weapon Fighting, Multi-Attack, Power Attack, Skill Focus (Intimidate), Skill Focus (Pilot), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Lightsaber)


 * Challenge Rating: 16

General Grievous was the most feared leader of the Confederacy of Independent Systems and the separatist movement as a whole--even beyond Count Dooku. A vicious enemy, Grievous was merciless in his drive to destroy the Galactic Republic, and was not above committing atrocities to further his conquests. Grievous wields four lightsabers simultaneously, barreling into any and all opponents in his path. Even multiple Jedi working together have a difficult time subduing the General, as he is trained in lightsaber combat techniques and uses his four lightsabers to maximum effect. Grievous is always in Djem So stance.
 * Combat

If Grievous cannot reach an opponent with lightsabers, he will unleash blasters instead, using his Gunslinger ability in conjunction with his skill at multi-weapon fighting to rain blaster bolts on an enemy position.


 * Blood of Sifo-Dyas (Su): Grievous is partially powered by the blood of the lost Jedi Sifo-Dyas. This makes him Force-attuned, and grants him immunity to mind-affecting Force powers.
 * Cyborg Traits (Ex): Grievous is immune to paralysis, stunning, and disease effects. He isn't subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. He is not at risk from death by massive damage. He can be repaired, but not healed.
 * Gunslinger (Ex): Once per day as a free action, he can gain a +2 circumstance bonus to ranged attack rolls for 3 rounds.
 * Heroism: Grievous adds his Wisdom bonus to all saving throws (and doubles it up on Will saves). This is factored in to his listed saving throw bonuses.
 * Offensive Rush (Ex): Once per day, Grievous may use Offensive Rush ability as a free action. This forces an opponent within five feet of him to make a Reflex save (DC 23). If the opponent fails, he cannot attack Grievous more than once per round with a melee attack for 14 rounds. On each successive round, the opponent gets another Reflex save to negate the effect.
 * Spider Climb: Grievous can move along walls and ceilings as easily as he walks on the ground.
 * +1 Multiplier Against Critical Hits: If Grievous is struck by a critical hit, the multiplier increases by 1 factor (x2 becomes x3, etc.)

Obi-Wan Kenobi

 * Type: Medium Humanoid (Human Jedi Knight 18)
 * Hit Dice: 18d8+18 (162 hp)
 * Initiative: +6
 * Speed: 30
 * Armor Class: 37 (+17 Class, +6 Dex, +4 Dodge)
 * Base Attack/Grapple: +13, Grapple +14
 * Attacks: Lightsaber +18/+13/+8
 * Damage: Lightsaber 3d8+1 (19-20 Crit)
 * Space/Reach: 5x5, 5 Feet
 * Special Attacks: Complete Defensive, Force Powers
 * Special Qualities: Dark Side Defense +4, +1 to saves against non-mind-affecting powers,
 * Saves: Fort +7, Ref +17, Will +16
 * Abilities: Str 12, Dex 22, Con 12, Int 14, Wis 20, Cha 12
 * Skills: Autohypnosis +26, Concentration +22, Diplomacy +22, Knowledge (Tactics) +23, Pilot +27, Sense Motive +26, Speak Language +23
 * Feats: Advanced Resilience, Blaster Reflection, Combat Defense I, Combat Defense II, Combat Defense III, Combat Expertise, Dodge, Force Dodge, Force Meditation, Force Shield, Improved Critical (Lightsaber), Resilience Form, Retrieve Lightsaber, Weapon Finesse, Weapon Focus


 * Challenge Rating: 18


 * Force Powers
 * 1) Catfall, Charm, Create Sound
 * 2) Mass Missive, Read Thoughts, Suggestion
 * 3) Body Adjustment, Defensive Precognition, Mental Barrier, Offensive Precognition, Telekinetic Force, Telekinetic Thrust
 * 4) Energy Adaptation, Inertial Barrier
 * 5) Power Resistance
 * 6) Force Revivify, Mass Cloud Mind, Restoration
 * ML 18th; 148 Power Points. Save DC 15 + power level.

Obi-Wan Kenobi, famed Republic general of the Clone Wars and former master of Darth Vader, was one of the greatest members of the storied Jedi Order. Kenobi is a true master of the Soresu combat form, and fights by out-lasting the enemy with his near-impenetrable lightsaber defense, waiting for them to make a mistake that he can capitalize on.
 * Combat