
Death Watch Warrior
TR 4Humanoid · Medium·Recommended levels: 6-10
Abilities
Saves
- DEX +7
- CON +6
Skills
- Acrobatics +7
- Athletics +6
- Perception +5
Languages
- Galactic Basic
- Mando'a
Equipment
Traits
Trained from childhood to fight on the wing. As a Bonus Action the warrior spends 1 Thrust Charge to gain a flying speed of 40 feet (it can hover) until the end of its next turn; its jetpack holds 5 Thrust Charges, restored after a short or long rest. See Jetpacks & Personal Flight in the Equipment Rules.
(Aerial Ace) The warrior doesn't provoke opportunity attacks when it flies out of a creature's reach, and it has Advantage on attack rolls made while flying against a target on the ground.
(Point Blank Shot) The warrior adds +1 to attack and damage rolls with ranged weapons against targets within 20 feet (Point-Blank Range).
(Second Wind) Once per Long Rest, the warrior can regain 1d10 + 8 hit points.
Bred to the Resol'nare, the warrior has Advantage on saving throws against being Frightened while another Death Watch ally is within 30 feet.
Actions
The warrior makes two WESTAR-35 pistol attacks.
(Recharge 5-6) The warrior looses a swarm of homing micro-missiles from its vambrace. Up to three creatures of its choice within 40 feet each take 5 (2d4) kinetic damage — the birds home in, so no attack roll is made, but a target with total cover is unaffected.
Lore
The rank and file of the Death Watch are not soldiers in the ordinary sense — they are true believers. Where the pacifist New Mandalorians of Duchess Satine's government renounced the warrior's path, the Death Watch kept faith with the old creed: that a Mandalorian is defined by the fight, the clan, and the armor. Exiled to the moon Concordia and later scattered across the Outer Rim, they drilled in secret under Pre Vizsla, waiting for the moment to take Mandalore back by force.
A Death Watch Warrior wears blue beskar'gam — Mandalorian iron plate that turns blasterfire and shrugs off flame — and fights from the air on a personal jetpack, closing the distance in a screaming dive before an enemy can range them. Each vambrace hides a nest of whistling birds, tiny homing missiles that fill the sky with death. One warrior is a hard fight; a flight of them, dropping out of the sun, is how the Death Watch built its reputation.
In Play
Run Death Watch Warriors as aerial skirmishers, never as a static firing line. Open at range with jetpack dives, loose whistling birds to soften a clustered party, then peel off before the counterattack lands — the jetpack lets them ignore terrain and break line of sight at will. Their beskar shrugs off fire and hard knocks, so lean on ion, stun, and grapples over flamethrowers and shoves. A party that can ground them (disabling jetpacks, forcing a save, or fighting in a low-ceiling space) takes away half their game.
Adventure Hooks
- The Blue Sky Ambush — A convoy the party is escorting through a canyon is jumped by a flight of Death Watch dropping from the ridgelines. The warriors want the cargo, not a fair fight — they'll strafe and withdraw until the party is worn down.
- Recruiters — A Death Watch cell is quietly courting a frontier clan, and one of the party's contacts is being pulled in. Talk them out, fight the cell off, or infiltrate the recruitment to learn where the Watch is massing.