
Imperial General
DR 5Humanoid · Medium·Recommended levels: 8-16
Abilities
Saves
- INT +7
- WIS +6
- CHA +7
Skills
- Knowledge: Tactics +7
- Perception +6
- Insight +6
- Intimidation +7
- Persuasion +7
Languages
- Basic
Equipment
Traits
All allied Imperial troopers within 60 feet of the general that can see or hear it gain a +1 bonus to attack rolls and saving throws. This bonus stacks with other command-based traits.
At the start of any round, the general may choose one doctrine to apply until the start of its next turn: Assault (allied troopers deal +2 damage on hits), Suppression (enemies have Disadvantage on the first attack they make each round), or Maneuver (allied troopers may move up to 10 feet without provoking opportunity attacks).
When an allied Imperial trooper within 30 feet is reduced to 0 HP, the general may use its reaction to immediately allow another allied trooper to make one weapon attack or move up to its speed.
The general cannot be Frightened while conscious. Allied Imperial troopers within 30 feet have Advantage on saving throws against being Frightened.
As a bonus action, the general designates a 15 × 15 ft area within 60 ft. Until the start of the general’s next turn, the first time an enemy enters that area, one allied Imperial trooper of the general’s choice may make an Attack of Opportunity against that creature.
As a Bonus Action, the general orders nearby units to maximize defensive positioning. Until the start of the general’s next turn, the general and all allied Imperial troopers within 50 ft who currently benefit from cover increase the AC bonus granted by that cover by +10 instead of the normal amount.
As a Bonus Action, the general targets one allied creature within 30 ft that can hear it. The target gains temporary hit points equal to twice the general’s Charisma modifier + the general’s Proficiency Bonus (minimum of 1 temporary hit point).
Actions
Lore
Imperial Generals are senior battlefield commanders entrusted with the execution of the Empire’s most critical military operations. Unlike lower-ranking officers, generals are not limited to issuing routine orders or overseeing patrols—they command entire engagements, coordinating troop movements, fire zones, and battlefield priorities with ruthless efficiency. Their authority is absolute, and their presence transforms ordinary Imperial forces into a disciplined, reactive war machine.
A general’s true strength lies not in personal combat ability, but in battlefield control. Stormtroopers under a general’s command fight with heightened coordination, overlapping fields of fire, and unwavering morale. Enemies are forced into kill zones, denied safe approaches, and punished for overextension. Where lesser officers react, a general anticipates—shaping the flow of combat before the first blaster bolt is fired.
Imperial Generals are typically deployed during planetary occupations, sector-wide crackdowns, and high-value defensive operations. They operate from fortified command positions, mobile command centers, or hardened installations, surrounded by layers of loyal troops. While not Force-sensitive, their tactical acumen and command presence make them among the most dangerous non-Force adversaries the Empire can field.
For Game Masters, an Imperial General should never be treated as a lone opponent. Their danger emerges over time as they manipulate positioning, reinforce key units, and exploit the heroes’ mistakes. Encounters involving a general should feel dynamic and escalating, rewarding players who disrupt command structures, force rapid engagements, or isolate the general from their troops. Left unchecked, a general can turn even a favorable battle into a slow, grinding defeat.
In Play
Imperial Generals avoid direct confrontation whenever possible, preferring to remain behind firing lines or elevated command positions. Early in combat, they focus on shaping the battlefield—boosting allied accuracy, establishing Heavy Fire Zones, and suppressing enemy movement.
As the encounter develops, the general reacts dynamically, shifting doctrines to counter the heroes’ tactics. If the party advances aggressively, suppression and concentrated fire are prioritized. If the heroes attempt to disengage or reposition, maneuver orders lock them down. Even when defeat is imminent, a general seeks to deny victory, sacrificing units to enable regrouping or escalation elsewhere.
A general who survives an encounter should become a long-term strategic antagonist, adapting to the heroes’ methods and returning with stronger forces and tighter control.
Adventure Hooks
- The Iron Command — An Imperial General has been placed in charge of stabilizing a rebellious sector. Patrols intensify, resistance cells disappear, and civilian unrest is crushed with calculated efficiency. The heroes must break the general’s command network before open revolt is extinguished.
- Command Nexus — Rebel intelligence identifies a hardened command center coordinating Imperial troop movements across the region. The heroes are tasked with infiltrating the facility and neutralizing the general before reinforcements arrive.
- War of Attrition — After a failed engagement, an Imperial General begins systematically countering the heroes’ operations—ambushes fail, allies are captured, and supply lines collapse. The party must confront the general directly or be worn down by relentless Imperial pressure.