| Mod | Save | ||
|---|---|---|---|
| STR | 6 | -2 | +11 |
| DEX | 7 | -2 | +14 |
| CON | 7 | -2 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +12 |
| WIS | 12 | +1 | +15 |
| CHA | 12 | +1 | +15 |
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Old-Republic Drill. While fighting with full focus, Zayne gains +2 AC (included), his melee weapon attacks count as magical, and he adds +10 ft to his speed. The bonus ends until the start of his next turn if he is grappled or restrained.
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Combat Intuition. Zayne can’t be surprised while conscious. When he has advantage on an attack, he deals an extra +1d6 damage on a hit (once per turn).
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Tactical Footwork. Opportunity attacks against Zayne are made with disadvantage if he moved at least 10 ft this turn.
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Multiattack (Press & Parry). Zayne makes two attacks in any combination of Lightsaber Cut and Blaster Shot, or one attack and uses Disarming Feint.
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Lightsaber Cut (Melee Weapon Attack). +11 to hit, reach 5 ft., one target. Hit: 2d8 + 5 radiant. If Zayne moved at least 10 ft straight toward the target this turn, the target must succeed on a DC 19 DEX save or is staggered (disadvantage on its next attack before the end of its next turn).
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Blaster Shot (Ranged Weapon Attack). +10 to hit, range 60/180 ft., one target. Hit: 2d6 + 5 radiant (plasma). If the attack had advantage, add +1d4 damage.
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Disarming Feint (Save-based). One creature Zayne can see within 5 ft makes a DC 18 STR save. Failure: it drops one held item of Zayne’s choice and takes 2d6 bludgeoning; success: it takes 1d6 and doesn’t drop the item.
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Line Breaker (Recharge 5–6). Zayne dashes up to 30 ft in a straight line, making one Lightsaber Cut at advantage at the end of the movement. On a hit, add +2d6 radiant.
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Riposte Step. After Zayne hits a creature with Lightsaber Cut, he shifts up to 10 ft without provoking opportunity attacks.
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Battle Read. Choose a creature within 60 ft; Zayne has +2 to attack rolls against it and gains +2 to AC vs that creature’s attacks until the start of his next turn.
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Guarded Deflection. When a ranged weapon attack would hit Zayne, he adds +3 to AC against that attack; if it misses, he may make one Blaster Shot at the attacker.
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Perfect Parry. When a melee attack would hit Zayne, add +3 to his AC against that attack (potentially causing it to miss).
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 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
A scrappy Knight from the Old Republic era, Zayne Carrick is known for outthinking stronger foes, surviving brushes with Jedi and Sith alike, and turning chaos into openings—improvisation, timing, and heart over raw mysticism. He fights on angles: close fast, stagger, disarm, reposition.
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.







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