SWURPG
Nite Owl — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 5

Nite Owl

TR 5

Humanoid · Medium·Recommended levels: 8-12

AC
18(Mandalorian Combat Suit (beskar))
HP
75(10d10+20)
Speed
30 ft
Initiative
+9

Abilities

STR
10
+0
DEX
18
+4
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
13
+1

Saves

  • DEX +9
  • CON +6
  • WIS +5

Skills

  • Acrobatics +9
  • Athletics +5
  • Perception +6
  • Stealth +9

Languages

  • Galactic Basic
  • Mando'a

Equipment

Mandalorian Combat SuitTwo WESTAR-35 Blaster PistolsJetpackWhistling Birds Vambrace1 Frag GrenadeMedpac II

Traits

Jetpack Trained

Trained from childhood to fight on the wing. As a Bonus Action the Nite Owl spends 1 Thrust Charge to gain a flying speed of 50 feet (it can hover) until the end of its next turn; its jetpack holds 6 Thrust Charges, restored after a short or long rest. See Jetpacks & Personal Flight in the Equipment Rules.

Dual Wielder

(Dual Wielder) The Nite Owl fights with a blaster in each hand and suffers no penalty for two-weapon fighting; its off-hand shots deal full damage (included in Multiattack).

Aerial Ace

(Aerial Ace) The Nite Owl 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.

Evasive Maneuvers

(Evasive Maneuvers) While flying with its jetpack, attack rolls against it have Disadvantage until the start of its next turn — the thrust lets it juke a shot no ground fighter could.

Point Blank Shot

(Point Blank Shot) The Nite Owl adds +1 to attack and damage rolls with ranged weapons against targets within 20 feet (Point-Blank Range).

Nite Owl Discipline

The Nite Owl has Advantage on saving throws against being Frightened, and on Perception checks that rely on sight — the visor's targeting suite reads heat, motion, and range at a glance.

Actions

Multiattack

The Nite Owl makes three WESTAR-35 pistol attacks.

WESTAR-35 Blaster PistolRanged Weapon Attack
To hit
+9
Range
50/150 ft
Target
one target
Hit
6 (1d10) energy damage
Whistling Birds

(Recharge 5-6) The Nite Owl looses a swarm of homing micro-missiles from its vambrace. Up to four creatures of its choice within 40 feet each take 5 (2d4) kinetic damage (no attack roll; a target with total cover is unaffected).

Lore

The Nite Owls were the elite of the Death Watch — a hand-picked strike wing that answered to Bo-Katan Kryze, the movement's fiercest lieutenant and the sister of the very Duchess the Watch meant to overthrow. Where a common warrior was a believer with a jetpack, a Nite Owl was a duelist of the air: faster, deadlier, and drilled until a blaster in each hand and a jetpack at the back moved like a single instrument.

When Maul murdered Pre Vizsla and seized the Death Watch, the movement broke along the Nite Owls' loyalty — Bo-Katan's warriors refused to kneel to an outsider and split away, and would one day fight for a free Mandalore rather than a conquered one. In the field a Nite Owl fights the way Bo-Katan taught: two pistols hammering from a diving strafe, whistling birds to break a cluster, and never, ever standing still.

In Play

Nite Owls are the up-tiered version of the Warrior — treat them as aggressive aerial duelists that punish anyone who holds still. Their three-pistol Multiattack out of a dive hits hard; their jetpack and Aerial Ace let them dart in, alpha-strike, and leave without a counter. Pair one Nite Owl per two Warriors for a proper wing, or run a pack of Nite Owls as a fast, elite raid. Grounding them and denying their mobility is the whole counter — a Nite Owl forced into a stand-up brawl loses its biggest edge.

Adventure Hooks

  1. The Lieutenant's ErrandA Nite Owl wing hits the same target the party is after — a weapons cache, a prisoner, a warlord's transponder. They're professionals with their own orders; the party can race them, bargain, or find out (too late) that the Owls are the lesser of two evils.
  2. Loyalty SplitSet after Maul's takeover: a Nite Owl approaches the party for help against the red-armored Super Commandos who now hold their people. Fighting beside a former enemy is uneasy — and the Owls do not forget who was shooting at them last week.