Medium Humanoid, Lawful Good
Armor Class 19 Unarmored stance + Jedi Focus + light guard
Hit Points 170 (20d10)
Speed 40 ft., (includes Jedi Focus); Dash: see Force Dash , Climb 30 ft. (grappling/climbing), Swim 30 ft. (rebreather)
STR
6 (-2)
DEX
8 (-1)
CON
7 (-2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +10, DEX +15, CON +13, INT +11, WIS +17, CHA +16
Skills Acrobatics +10, Athletics +9, Insight +9, Investigation +9, Perception +10, Stealth +9
Damage Resistances Lightning, Thunder
Gear Lightsaber (single/dual/dual-blade capable), BD-1 utility droid, climbing rig, rebreather
Senses Blindsight 10 ft (Force Sense), Darkvision 60 ft, Passive Perception 20
Languages Common binary/droidspeak; assorted galactic tongues (multilingual)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

 

  • Total Concentration — Jedi Focus. While Cal maintains focus, he gains +2 AC (included), his melee weapon attacks are magical, and his speed increases by 10 ft. If he takes psychic damage or fails a concentration check, this ends until the start of his next turn.

  • Force Sense. Cal has blindsight 10 ft and advantage on Wisdom (Perception) checks relying on awareness of motion/intent; he can’t be surprised while conscious.

  • Indomitable Will. Advantage on saving throws against being charmed or frightened; resistance to lightning and force-like thunder effects (training vs shocks and concussive blasts).

  • Survivor of Bracca. Advantage on checks to climb, balance, or navigate hazardous industrial terrain; falling damage is reduced by 20 (telekinetic braking).

 

Actions

 

  • Multiattack (Form V Rush). Cal makes two attacks in any combination of Lightsaber and Saber Throw, or he makes one attack and uses Force Push/Pull.

  • Lightsaber (Melee Weapon Attack). +11 to hit, reach 5 ft., one target. Hit: 2d8 + 5 radiant (lightsaber). If Cal moved at least 10 ft straight toward the target this turn, the target must succeed on a DC 18 DEX save or is staggered (disadvantage on its next attack before the end of its next turn).

  • Saber Throw (Ranged Weapon Attack). +10 to hit, range 60 ft., one target. Hit: 2d6 + 5 radiant. The saber returns to Cal’s hand; on a hit, the target’s speed is −10 ft until the start of Cal’s next turn.

  • Force Push/Pull (Save-based). One creature Cal can see within 60 ft makes a DC 17 STR save. Failure: Cal chooses push (take 3d6 force, pushed 15 ft, knocked prone) or pull (take 2d6 force, pulled 10 ft and restrained by invisible pressure until the end of Cal’s next turn). Success: half damage, no rider.

  • Stasis (Recharge 5–6). One creature Cal can see within 60 ft makes a DC 17 WIS save. Failure: the creature is paralyzed (suspended in mid-air) until the end of Cal’s next turn. Success: the creature’s speed is 0 until the start of Cal’s next turn.

  • Mind Trick (1/Short Rest). One creature that can hear Cal within 30 ft makes a DC 17 WIS save. Failure: charmed until the end of Cal’s next turn; it cannot target Cal with hostile actions unless attacked by him.

 

Bonus Actions

 

  • Force Dash. Cal Dashes up to 20 ft without provoking opportunity attacks; if his next Lightsaber attack hits this turn, add +1d6 radiant.

  • Recenter Breath. Cal gains 10 temporary HP and ends stunned or paralyzed on himself (focus bursts).

  • BD-Assist (3/Day). Cal or an ally within 5 ft regains 15 HP as BD-1 administers a stim; this does not break Cal’s concentration.

 

Reactions

 

  • Deflect Blaster. When a ranged weapon attack would hit Cal, he adds +3 to AC against that attack. If the attack misses, Cal may make one Saber Throw at the attacker.

  • Jedi Parry. When a melee attack would hit, Cal adds +3 to AC against that attack (potentially causing it to miss).

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Padawan-turned-Knight of the Star Wars saga, Cal Kestis has ripped doors with the Force, frozen blaster bolts mid-air, outdueled Purge Troopers and Inquisitors, and survived the Tombs of Zeffo. He fights in explosive bursts—dash, cut, stasis, reposition—with BD-1 keeping him in the fight.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: AnyCoastalForestHillMountainUnderwater

Zackagawea

Comments

Posts Quoted:
Reply
Clear All Quotes