
Jedi General
TR 8Humanoid · Medium·Recommended levels: 13-18
Abilities
Saves
- DEX +9
- WIS +10
- CHA +9
Skills
- Use the Force +16
- Acrobatics +9
- Insight +10
- Perception +10
- Athletics +7
- Knowledge: Tactics +8
Languages
- Galactic Basic
Equipment
Traits
The Jedi adds +3 to attack and damage rolls with its lightsaber (already included), and its lightsaber strikes ignore resistance to energy damage. (The Jedi Guardian *Lightsaber Discipline* feature, master rank.)
(Reaction) When hit by a ranged energy attack, the Jedi makes a Use the Force check (1d20+9) contested by the attack roll; on a success the attack is negated (halved against cannons, autofire, or Force Lightning). On a successful deflect the Jedi may immediately redirect the bolt at a creature within 30 feet as part of the same reaction (ranged attack, +9 to hit, the attack's normal damage). It can do this multiple times per round at a cumulative −2 per use after the first. (The Jedi Guardian feature.)
While wielding an ignited lightsaber the Jedi has a +2 bonus to AC (included above) and to Dexterity saving throws.
The Jedi can attack three times with its Multiattack (reflected below), and once per turn may reroll one lightsaber damage die. (The Jedi Guardian *Combat Mastery* feature.)
The Jedi has advantage on all saving throws against Force powers and other magical effects.
The Jedi can't be charmed or frightened. The first time each combat it would be reduced to 0 hit points, it instead drops to 1 hit point. (The Jedi Guardian *Unbreakable Will* feature.)
The Jedi can't be surprised while conscious, adds its Wisdom modifier to initiative (included), and can't be flanked — its danger sense keeps every angle covered.
Allied clones within 30 feet of the Jedi add 1d4 to their attack rolls and saving throws. The general and her troopers have fought together long enough to move as one.
(Reaction) When a creature within 5 feet misses the Jedi with a melee attack, the Jedi makes one lightsaber attack against it and may then move up to 10 feet without provoking opportunity attacks. (The Jedi Guardian *Flow of Battle* feature.)
Force Powers
The Jedi extends its awareness through the Force, sensing the number, location, and intent of living creatures within 120 feet — even through walls or darkness — and reading the emotional state of any creature it can see. It is never caught off guard.
(Bonus Action) Until the start of its next turn the Jedi's speed doubles, it gains a +2 bonus to AC, opportunity attacks against it have disadvantage, and it may make one additional lightsaber attack on its turn.
As part of its movement, the Jedi leaps up to 30 feet horizontally or 15 feet straight up, ignoring difficult terrain and provoking no opportunity attacks from the leap — closing on a gunline or vaulting a wall in a single bound.
(Action, Recharge 4-6) A wave of telekinetic force erupts in a 30-foot cone, or strikes one creature within 60 feet. Each target makes a DC 18 Strength saving throw, taking 18 (4d8) kinetic damage and being pushed 20 feet and knocked prone on a failure, or half damage with no push on a success.
(Bonus Action) One creature or unsecured object within 30 feet is pulled up to 15 feet toward the Jedi (a creature resists with a DC 18 Strength save). The Jedi can use this to disarm — wrenching a held weapon out of a foe's grip and into its own hand on a failed save.
(Action) The Force seizes one creature within 60 feet, which makes a DC 18 Constitution saving throw or is Stunned until the end of its next turn. A creature that fails by 5 or more is instead Paralyzed until the end of the Jedi's next turn.
(Action) One humanoid within 30 feet that can hear the Jedi makes a DC 18 Wisdom saving throw or, until the end of its next turn, treats the Jedi as a trusted ally and obeys a simple, reasonable suggestion ('you'll let us pass'). It has no effect on droids, the strong-willed, or anyone aware they are being influenced.
(Reaction, 1/Short Rest, when the Jedi or an ally within 30 feet takes damage) The Jedi raises a telekinetic barrier, reducing that damage by 18 (4d8) and granting the target resistance to all damage until the start of the Jedi's next turn.
(Action) The Jedi channels the Force to mend wounds, restoring 22 (4d8+4) hit points to itself or a creature it touches and ending one effect causing the Poisoned or Paralyzed condition. It can do this a few times before it must rest.
(Action, Concentration, up to 1 minute) The Jedi sinks into a battle trance that coordinates its forces. While concentrating, allies within 60 feet add 1d4 to their attack rolls and saving throws and move as one — a general turning a desperate line into a disciplined whole. (Supersedes General's Resolve while active.)
Actions
The Jedi General makes three lightsaber attacks. It may replace one of them with Lightsaber Throw, or with a use of Force Push if available.
Lore
The Jedi were peacekeepers, not soldiers — until the Clone Wars made generals of them. A Jedi General is a Knight or Master given command of a clone legion, leading from the front with lightsaber lit, walking through blaster fire that would cut down anyone else to reach the heart of an enemy line. To the clones under her, she is more than an officer: she learns their names, mourns their dead, and spends herself recklessly to bring them home. She is the single most dangerous figure on most battlefields — a duelist who can deflect a squad's fire back into their faces, scatter a formation with a gesture, and cross a battlefield faster than the eye can follow.
The generals of the Clone Wars were the Order's finest: Kenobi, Skywalker, Windu, Ti, Secura, Unduli, Koon, Fisto, Mundi, and a hundred lesser-known Knights who held the line on worlds no holonet ever named. They were brilliant, principled, and — fatally — trusting. The same bond that made a Jedi General willing to die for her troopers made it unthinkable that they might one day be ordered to kill her. That trust is the tragedy Order 66 was engineered to exploit, and the reason this stat block is as likely to be the party's greatest ally as its most terrifying foe.
*This is a generic Knight-to-Master Jedi General for GMs to reskin: adjust the lightsaber form, the Force options, the disposition, and the damage to match a specific character — a serene Consular leans harder on Force powers and barriers, a Guardian on the blade — or your own creation.
In Play
The Jedi General is a front-line monster with an answer to almost everything: Deflect and Redirect turns the party's blasters back on them, Force Speed and Battle Foresight make her impossible to pin or flank, Force Push scatters a clustered party, and Force Barrier blunts the one big hit that should have ended the fight. Played as an ally, she is the reason a desperate battle is survivable — put her where the line is breaking and let her hold it. Played as an adversary (a fallen Jedi, a dark-side duel, a tragic standoff at the moment of Order 66), give her a squad of clones to trigger General's Resolve and the encounter becomes a true set-piece. Against a ranged party, close the distance with Force Speed and punish them with Deflect; against a melee party, use Push and Throw to control the spacing and never let them gang up.
Adventure Hooks
- Hold Until I Reach You — A Jedi General is cut off with a handful of clones and a position that can't hold. The party fights to break through to her — and finds a commander who will not leave a single trooper behind, even to save herself.
- The General's Fall — Order 66 has come, and a Jedi General the party knows is suddenly running from the very clones who would have died for her an hour ago. The party can shelter her, fight her hunters, or simply try to understand how a lifetime of loyalty became a kill order overnight.
- Duel in the Smoke — A Jedi General has fallen — to grief, to the dark side, or to a lie she was told about the party — and now stands between them and the only way out. The fight can be to the death, or a desperate attempt to reach the person still buried under the rage.