
Nite Owl
TR 5Humanoid · Medium·Recommended levels: 8-12
Abilities
Saves
- DEX +9
- CON +6
- WIS +5
Skills
- Acrobatics +9
- Athletics +5
- Perception +6
- Stealth +9
Languages
- Galactic Basic
- Mando'a
Equipment
Traits
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) 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) 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) 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) The Nite Owl adds +1 to attack and damage rolls with ranged weapons against targets within 20 feet (Point-Blank Range).
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
The Nite Owl makes three WESTAR-35 pistol attacks.
(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
- The Lieutenant's Errand — A 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.
- Loyalty Split — Set 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.