
Geonosian Aristocrat
TR 4Humanoid · Medium·Recommended levels: 4-6
Abilities
Saves
- DEX +6
- WIS +5
- CHA +6
Skills
- Deception +6
- Insight +5
- Persuasion +6
- Perception +5
Languages
- Geonosian
- Galactic Basic
Equipment
Traits
The Geonosian's hard chitin exoskeleton grants a +2 bonus to AC (already included above) and, like all Geonosians, advantage on saving throws against radiation and irradiated environments — it never suffers radiation sickness.
The aristocrat has a flying speed of 30 feet, and directs the swarm from the air.
Geonosian allies within 30 feet of the aristocrat have advantage on saving throws against being frightened. Its scent-signals steady the swarm.
Geonosian allies within 30 feet that can see or hear the aristocrat add +2 to their attack rolls (modeled on the Officer's Battlefield Leadership) — the hive fights sharper under a noble's direction.
The aristocrat has advantage on Deception and Insight checks. A lifetime of scheming for standing within the hive makes it a natural manipulator and a hard read.
Actions
(Bonus Action) One Geonosian ally within 30 feet that can see or hear the aristocrat uses its reaction to make one weapon attack.
Reactions
When a Geonosian ally within 30 feet is hit by an attack, the aristocrat barks an order; the ally may immediately move up to half its speed without provoking opportunity attacks.
Lore
The Geonosian aristocracy is barely a twentieth of the hive's population, but it rules everything — including, in practice, the queen's armies. Aristocrats are ambitious, domineering, and endlessly manipulative, spending their lives scheming for standing and holdings while working to ruin their rivals. On the battlefield an aristocrat is a commander, not a duelist: winged and armed with a sidearm, it directs warriors and drones with scent-signals and sharp orders, turning a loose swarm into a disciplined assault.
The archetype covers the hive's whole command tier — the archdukes like Poggle the Lesser who ruled a hive outright, and the lieutenants like Sun Fac who enforced their will and pronounced the arena's death sentences. Kill the aristocrat and the swarm it was directing loses its edge.
In Play
The Aristocrat is a force multiplier — its Coordinating Presence (+2 to hit) and Hive Command (a free ally attack each round) make an ordinary warrior wing far deadlier, and Pheromone Cadence keeps them from breaking under fear effects. It hangs back and rarely fights directly, so the tactical puzzle for the party is reaching it. Take it out and the whole encounter softens; leave it up and the swarm keeps escalating. A canny GM keeps it airborne and screened by drones.
Adventure Hooks
- Cut the head off — The party is losing a running fight against a Geonosian swarm until someone realizes an aristocrat, hovering at the back, is coordinating all of it. The scene becomes a race to reach the commander before its orders grind them down.
- A deal in the spires — An aristocrat wants a rival within its own hive dead and is willing to hire outsiders to do it — a chance to walk the catacombs as guests rather than intruders, if the party can stomach the client.