There has always been a Jedi General in the SWURPG bestiary — a lightsaber duelist you could put in front of your party as their greatest ally or their most terrifying foe. What there hasn't been, until now, is the other half of that story. The Sith Order is here: six new dark-side stat blocks, laddered from a half-trained acolyte to a Dark Lord, and built to do the one thing the Sith always do — fight as a pyramid, with a monster at the top.
Six foes, one pyramid
A Sith encounter is rarely a fair fight, and it's never meant to be. The whole faction is designed to be fielded together: expendable bodies at the front, a caster locking the party down from the second rank, a Sithspawn stalking the flanks, and a Dark Lord stepping forward when the servants fall. Run one alone and it's a good fight; run the pyramid and it's a set-piece.
- Sith Acolyte (TR 2) — a dark-side initiate off the training floor of a Korriban academy. Reckless, fearless, and nastiest against anyone it has already frightened or knocked down.
- Massassi Warrior (TR 4) — the alchemically-twisted war-caste of the ancient Sith. It hurls razor discs from a Massassi lanvarok, then swings the same weapon as a battle-axe when you close.
- Hssiss (TR 5) — the "dark-side dragon," a Sithspawn that cloaks itself in the Force to strike unseen, carries a venom no medpac can cure, and fouls a Jedi's connection just by being near.
- Sith Sorcerer (TR 6) — the artillery. Bolts of hatred, a web of shadow that binds a whole squad, and a summoned smoke demon, all fueled by feeding on the deaths around it.
- Sith Apprentice (TR 6) — the master's blade. A silent, acrobatic saberstaff duelist in the mold of Darth Maul: Force Speed to close, a spinning double-bladed lightsaber, and a temper it channels straight into the fight.
- Sith Lord (TR 8) — the boss at the top of the tomb. A dark mirror of the Jedi General: lightsaber mastery, blaster-bolt deflection, an aura of dread that taxes everyone near it, and the Rule-of-Two reaction that turns its dying servants into weapons.
Built on the Book of Sith
None of this arrived out of nowhere. Over the last several updates we've been building out the dark side piece by piece — and the Sith Order is where all of it comes together on one battlefield.
The sorcerer and the Dark Lord don't reach for generic villain powers; they cast the actual dark Force powers we added from the Book of Sith — Bolt of Hatred, Dark Side Web, Suppress Thought, Summon Smoke Demon. The Massassi carries a real catalog weapon. The apprentice and the Lord ignite bled crimson blades — the same red synthetic crystals you can now forge yourself in the Lightsaber Builder. And the Lord keeps a Sith Talisman and a Sith Holocron on its belt, the dark-side relics we dropped into the gear catalog.
Every stat block carries full lore, GM tactics, and a couple of adventure hooks, so you're not just handed a number block — you're handed a villain you can run.
Run the dark side
Drop the Sith Order into a Korriban tomb-delve, a dark-side cult recruiting across three worlds, or the moment a fallen Jedi the party once trusted turns on them. Field the apprentice as the hunter sent ahead, then the master at the end. Or pull one loose — a lone Hssiss guarding a ruin, a sorcerer building monsters in a basement — and let it anchor a session.
Meet the whole faction on the Sith Order bestiary page — and if you'd rather play the dark side than fight it, the same powers, blades, and bled crystals are all waiting in the Character Builder.
