SWURPG
Clan Mother

Clan Mother

TR 5

Humanoid · Medium·Recommended levels: 8-14

AC
16(Ichor-woven robes and dark-side wards)
HP
91(14d8+28)
Speed
30 ft
Initiative
+2

Abilities

STR
11
+0
DEX
15
+2
CON
14
+2
INT
14
+2
WIS
19
+4
CHA
17
+3

Saves

  • WIS +7
  • CHA +6

Skills

  • Use the Force +7
  • Insight +7
  • Intimidation +6
  • Stealth +5

Languages

  • Paecian
  • Galactic Basic

Equipment

Ichor daggerCoven talismanIchor-woven robes

Traits

Magick Resistance

The Clan Mother has Advantage on saving throws against Force powers and other magickal effects.

Coven Chant

While the Clan Mother is conscious, allied Nightsisters within 30 ft have Advantage on saving throws against fear and add 1d4 to their attack rolls.

Grant the Veil

As a Bonus Action, the Clan Mother makes one willing ally within 30 ft Invisible until that ally attacks, uses a power that targets another creature, or the start of the Clan Mother's next turn.

Actions

Multiattack

The Clan Mother makes two Ichor Bolt attacks.

Ichor BoltRanged Force Attack
To hit
+7
Range
60 ft
Target
one target
Hit
14 (3d8) energy damage
Ichor DaggerMelee Weapon Attack
To hit
+5
Range
5 ft
Target
one target
Hit
4 (1d4+2) kinetic plus 3 (1d6) energy
Hex

The Clan Mother curses one creature within 30 ft. The target makes a DC 15 Wisdom saving throw or has Disadvantage on attack rolls and ability checks for 1 minute (it may repeat the save at the end of each of its turns to end the effect).

Spirit Ichor (3/Day)

The Clan Mother anoints a creature she touches; it regains 18 (4d8) hit points and gains Advantage on its next attack roll.

Raise Dead (1/Day)

The Clan Mother raises one slain Medium or smaller corpse within 10 ft as a Nightsister Zombie under her control.

Lore

A Clan Mother leads a single coven of Witches — the role held by Mother Talzin over the Nightsisters of Dathomir during the Clone Wars. She is shaman and sovereign at once: she brews the potions, leads the chants, grants her sisters the veiling magicks that let them strike unseen, and curses those who cross the clan. Talzin sold her sisters' services as mercenaries, allied briefly with Count Dooku, and unleashed Savage Opress as a weapon of vengeance before her death in the Son of Dathomir.

A Clan Mother is a force-multiplier boss: she rarely fights alone, and she is most dangerous for what she does to everyone around her. Her Coven Chant hardens her sisters; her veils turn them invisible; her hexes cripple the party's heavy hitters; and her ability to raise the dead means a drawn-out fight only grows worse. Kill the sisters and you face an angry caster; kill the Mother and the coven's coordination collapses.

In Play

The Clan Mother plays the back line and the support game. Turn one she hexes the party's tank or main damage dealer, then spends Bonus Actions on Grant the Veil to send Shadow Killers or Hunters in unseen. She heals her most threatened sister with Spirit Ichor and raises a Zombie the moment a corpse is available. She only throws Ichor Bolts when she has nothing better to do. Target her early — Coven Chant and the veils evaporate the instant she falls, and a coven without its Mother is far less than the sum of its parts.

Adventure Hooks

  1. The Mercenary BargainA Clan Mother has hired her coven out to a crime lord, and the party is on the receiving end. They can fight the witches, or seek out the Mother and outbid the crime lord — a Clan Mother's loyalty is to her sisters and their needs, not to any client.
  2. Vengeance for a SisterOne of the coven's Witches was killed by a bounty hunter the party is traveling with. The Clan Mother wants blood, and she has cursed the entire party until the killer is surrendered. They must decide whether to give up their companion or break a Nightsister curse.
  3. The Hollow VillageA Dathomir settlement has gone silent. The party finds it intact but empty — until nightfall, when the Clan Mother's risen dead emerge from the marsh. She is rebuilding her clan from corpses, and she needs living subjects for the next stage.