SWURPG
Great Mother

Great Mother

TR 7

Humanoid · Medium·Recommended levels: 12-20

AC
18(Ichor-woven robes and dark-side wards)
HP
132(16d8+60)
Speed
30 ft
Initiative
+3

Abilities

STR
12
+1
DEX
16
+3
CON
18
+4
INT
16
+3
WIS
22
+6
CHA
20
+5

Saves

  • CON +8
  • WIS +10
  • CHA +9

Skills

  • Use the Force +10
  • Insight +10
  • Intimidation +9
  • Stealth +7

Languages

  • Paecian
  • Galactic Basic

Equipment

Blade of Talzin (ichor-forged sword)Ichor-woven robesSpirit-orb talisman

Traits

Magick Resistance

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

Indomitable Will (3/Day)

If the Great Mother fails a saving throw, she can choose to succeed instead.

Veil of Ichor

As a Bonus Action, the Great Mother wraps herself in dark-side ichor and becomes Invisible until the start of her next turn or until she makes an attack or uses a power that targets another creature.

Master of the Dead

The Great Mother can have any number of Nightsister Zombies she has raised active at once. The instant she is reduced to 0 hit points, every Zombie she raised collapses and drops to 0 hit points.

Actions

Multiattack

The Great Mother makes two attacks: one with the Blade of Talzin and one Ichor Bolt, or two Ichor Bolts.

Blade of TalzinMelee Weapon Attack
To hit
+9
Range
5 ft
Target
one target
Hit
13 (2d8+4) energy damage; ignores resistance to energy and kinetic damage
Ichor BoltRanged Force Attack
To hit
+10
Range
60 ft
Target
one target
Hit
18 (4d8) energy damage
Wrath of the Ancestors (Recharge 5-6)

The Great Mother calls down a storm of green ichor on a point within 60 ft, filling a 20-ft radius. Each creature in the area makes a DC 18 Dexterity saving throw, taking 27 (6d8) energy damage and being knocked Prone on a failure, or half damage and no Prone on a success.

Mass Reanimation (1/Day)

The Great Mother chants the Chant of Resurrection. Up to four slain Medium or smaller corpses within 30 ft rise as Nightsister Zombies under her control, acting on her initiative.

Lore

A Great Mother is the apex of Nightsister power — an ancient witch-queen whose authority spans entire covens rather than a single clan. In canon, the three Great Mothers Klothow, Lakesis, and Aktropaw ruled the Nightsister homeworld of Peridea, conjured the Blade of Talzin and weapons of green flame, transformed Morgan Elsbeth into their champion, and reanimated an entire regiment of fallen Night Troopers with a single rite. Their magick is not the dabbling of an initiate but the wholesale command of life, death, and the dark side itself.

In play, a Great Mother is a campaign-ending boss. She does not raid; she presides. When she takes the field herself, it is because something irreplaceable is at stake — a sacred site, a resurrection, a champion's transformation. Canon precedent supports fielding the Great Mothers as a trio; for a smaller table, one Great Mother backed by a coven of Spell Weavers, Warriors, and her risen dead is a fight a party will remember.

In Play

The Great Mother opens from safety, behind a wall of Warriors and Zombies, hurling Ichor Bolts and saving Wrath of the Ancestors for when the party clusters. She uses Veil of Ichor to break line of sight the moment she is pressured, repositioning behind her minions. Master of the Dead means her Zombies are effectively free action economy — but it is also her weakness: focus her down and the entire undead line collapses at once. Indomitable Will lets her shrug off three would-be control effects, so save your hardest crowd control for after she has burned them. If the party reaches her early, she spends Mass Reanimation to flood the field and buy time.

Adventure Hooks

  1. The Rite of ReturnA Great Mother has gathered the bones of a fallen warlord and intends to raise him as her undead champion at the next blood moon. The party has one night to reach her sanctum on Dathomir — through her coven — and stop the rite before it completes.
  2. The Champion's PriceA desperate noble has bargained with a Great Mother to be 'remade' with ichor, gaining terrible power at the cost of her humanity. The party is hired by the noble's family to extract her before the transformation — or to put her down after, if they are too late.
  3. Three Voices in the DarkThree Great Mothers rule a hidden coven world, and a Republic survey team has vanished near it. The party must infiltrate, learn what the Mothers want, and decide whether to fight a trio that can raise the dead faster than the party can kill them — or strike a bargain.