Force Adept. The Black Nexus Captain has 15 Force Points. It regains 1d4+1 Force Points at the start of its turn.
Force Powers (Force Save DC 17):
The Captain can cast the following abilities, expending Force Points as listed:
- Force Push/Pull (2 points): As a bonus action, push or pull a creature within 30 ft. to a space within 10 ft. of its current location. The target must succeed on a DC 17 Strength save or be moved.
- Force Choke (3 points): A creature within 30 ft. must make a DC 17 Constitution save or take 4d8 force damage and be restrained until the end of the Captain's next turn.
- Force Lightning (5 points): Each creature in a 30-ft. cone must make a DC 17 Dexterity save, taking 6d10 lightning damage on a failed save or half as much on a success.
Battle Meditation (Recharge 6). As an action, the Captain inspires nearby allies. All allied creatures within 30 ft. gain advantage on attack rolls and saving throws until the start of the Captain's next turn.
Legendary Resistance (3/Day). If the Captain fails a saving throw, it can choose to succeed instead.
Force Weapon. The Captain’s attacks with its lightsaber are imbued with force energy, dealing an additional 2d8 force damage on a hit.
Multiattack. The Captain makes two melee attacks with its Lightsaber.
Lightsaber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) force damage.
Saber Throw. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target.
Hit: 15 (3d6 + 4) slashing damage, and the lightsaber returns to the Captain’s hand.
Force Dash. The Captain uses the Force to enhance their speed. Until the end of their turn, their movement speed doubles, and opportunity attacks against them are made with disadvantage.
Dark Empowerment (Recharge 5-6). The Captain channels the dark side to enhance their next action. On their next turn, they have advantage on attack rolls, and their lightsaber attacks deal an additional 2d8 force damage.
Commanding Presence. The Captain targets one ally within 30 ft. That ally can immediately use its reaction to make one weapon attack or move up to its speed.
Deflect Attack. When a creature the Captain can see makes a ranged attack against it, it can use its reaction to deflect the shot, reducing the damage by 1d10 + 4. If reduced to 0, the Captain can reflect the shot at another target within 30 ft.
The Black Nexus Captain can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Captain regains spent legendary actions at the start of its turn.
Force Push (Costs 1 Action). The Captain targets a creature within 30 ft. The target must succeed on a DC 17 Strength saving throw or be pushed 10 feet away and knocked prone.
Quick Strike (Costs 2 Actions). The Captain makes a single Lightsaber attack.
Dark Meditation (Costs 2 Actions). The Captain regains 10 hit points and 2 Force Points.
Mythic Trait: Dark Rebirth
When the Black Nexus Captain is reduced to 0 hit points, they harness the full power of the dark side, returning to the fight with 150 hit points and gaining access to the following mythic actions. While the Captain is in this state, their lightsaber attacks deal an additional 2d8 necrotic damage, and they emit an aura of dread (enemies within 10 feet must succeed on a DC 17 Wisdom saving throw at the start of their turns or be frightened until the end of their next turn).
Mythic Actions
The Black Nexus Captain can use the following mythic actions after their Dark Rebirth is triggered. They can use only one mythic action at the end of another creature’s turn.
1. Unleashed Force Wave (Costs 2 Actions). The Captain releases an explosive surge of Force energy. Each creature of the Captain’s choice within 30 feet must make a DC 18 Strength saving throw, taking 6d10 force damage on a failed save or half as much on a success. Creatures that fail the save are also pushed 20 feet and knocked prone.
2. Chokehold of the Dark Side (Costs 2 Actions). The Captain targets up to three creatures within 30 feet. Each target must succeed on a DC 18 Constitution saving throw or be restrained as dark Force tendrils tighten around their throats. Restrained creatures take 4d8 force damage at the start of their turns and can repeat the saving throw at the end of their turns, ending the effect on a success.
3. Black Nexus Conduit (Costs 3 Actions). The Captain channels the full power of their lair, becoming an avatar of the dark side. Until the end of their next turn, they gain the following benefits:
- All attacks have advantage.
- They regenerate 20 hit points at the start of their turn.
- Force abilities do not consume Force Points.
Description
The Black Nexus Captain is a commanding presence, exuding an aura of cold precision and ruthless control. Clad in sleek, black reinforced combat armor etched with crimson Sith symbols, they move with calculated grace, each step purposeful and imposing. Their piercing eyes glow faintly with the dark side's power, and their voice carries a chilling, authoritative tone that demands obedience.
A master of the Force, the Captain wields their crimson-bladed lightsaber with deadly precision, often accompanied by the crackling energy of their Force abilities. They are a skilled tactician, adept at manipulating both allies and enemies to achieve their goals. The Captain is infamous across the galaxy as a relentless enforcer of the Empire’s will—or perhaps an ambitious warlord carving out their own dominion in the shadow of greater powers.
The Black Nexus Captain is not just a fighter but a force of dominance, weaving fear, power, and control into every aspect of their presence on the battlefield.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Black Nexus Captain can use one of the following lair actions. They can’t use the same effect two rounds in a row.
1. Dark Side Nexus. The Captain channels the dark energy of the lair, causing the environment to pulse with malevolent power. All enemies within the lair must succeed on a DC 16 Wisdom saving throw or be frightened until the end of their next turn.
2. Force Turbulence. The Captain manipulates the Force within the lair to create an unstable zone. A 20-foot-radius area within 60 feet of the Captain becomes difficult terrain for all creatures except the Captain and their allies until the end of the next round. Creatures in this area when it is created must make a DC 17 Dexterity saving throw or fall prone.
3. Sith Rejuvenation. The lair’s energy feeds the Captain's power. The Captain regains 20 hit points and 2 Force Points.
4. Environmental Control. The Captain activates a trap or environmental hazard within the lair. Examples include electrified floors (10 lightning damage, DC 16 Dexterity save for half), collapsing debris (3d6 bludgeoning damage, DC 16 Dexterity save to avoid), or sudden darkness (area becomes heavily obscured for 1 round).
Regional Effects
If the Captain has long occupied their lair, the area is influenced by their dark presence. These effects fade 1d10 days after the Captain is defeated:
- The lair is cloaked in perpetual gloom, dim light at best, regardless of external conditions.
- Creatures resting in the lair have recurring nightmares of despair and gain no benefits from a long rest.
- The Captain can sense intrusions into their lair and communicate telepathically with any creature inside.
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