SWURPG
Sith Acolyte — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 2

Sith Acolyte

TR 2

Humanoid · Medium·Recommended levels: 2-6

AC
14(10 + DEX +2 + Padded Sith Robe (+2))
HP
33(6d8+6)
Speed
30 ft
Initiative
+5

Abilities

STR
12
+1
DEX
15
+2
CON
13
+1
INT
11
+0
WIS
15
+2
CHA
14
+2

Saves

  • DEX +5
  • WIS +5

Skills

  • Use the Force +5
  • Intimidation +5
  • Athletics +4
  • Perception +5

Languages

  • Galactic Basic
  • Sith

Equipment

Sith SwordPadded Sith RobeComlink

Traits

Precognitive Reflex

(Reaction, once per short rest) When the acolyte is targeted by an attack it can see, it may impose disadvantage on that attack roll — the dark side gives it a heartbeat of warning. (The Force Adept feature.)

Zealot's Resolve

The acolyte has advantage on saving throws against being Frightened or Charmed — fanatical devotion to its master leaves no room for doubt.

Cruel Opportunist

The acolyte deals an extra 3 (1d6) damage when it hits a creature that is Frightened or Prone, or that it has advantage on the attack against — it strikes hardest at the helpless.

Force Powers

Fear

(Action) The acolyte projects a wave of terror at one creature within 30 feet, which makes a DC 13 Wisdom saving throw or is Frightened of the acolyte for 3 rounds. While Frightened this way it can't willingly move closer to the acolyte and has disadvantage on attack rolls and ability checks, repeating the save at the end of each of its turns to end the effect.

Move/Push/Pull Object

(Action) The acolyte seizes a creature or object within 25 feet with the Force and Pushes it straight away or Pulls it toward itself. A creature makes a DC 13 Strength saving throw or is moved up to 10 feet and knocked Prone; the acolyte can instead lift and hurl a loose object at a foe for 5 (2d4) bludgeoning damage.

Actions

Sith SwordMelee Weapon Attack
To hit
+4
Range
5 ft
Target
one target
Hit
5 (1d6+1) slashing or piercing damage

Lore

Every Sith Lord was once an acolyte — a Force-sensitive taken young or turned late, thrown into the crucible of a Sith academy on Korriban or Dromund Kaas and told that only the strong deserve to leave. An acolyte is not yet a Sith; it is a candidate, one of many, taught to hate, to want, and to reach for power it cannot yet control. Most die in the training itself, killed by the trials, by their masters, or by one another — the culling is the point. Those who survive learn the first lessons of the dark side: that fear is a tool, that mercy is weakness, and that an apprentice's life is worth exactly as much as the power it can seize.

Acolytes fight with borrowed ferocity and half-mastered technique. They carry Sith swords rather than lightsabers — a blade earned, not gifted — and lash out with raw, untrained applications of Force fear and telekinesis. Alone, an acolyte is dangerous mostly to the untrained; in numbers, driven by a master they dare not fail, a pack of them can overwhelm a lone Jedi or a green party through sheer aggression and disregard for their own survival.

In Play

Run acolytes in groups of two to five as the rank-and-file of a Sith encounter — the bodies a Sith Lord spends without a thought. They open with Force Fear to soften a target, then close with reckless sword work, using Cruel Opportunist to punish anyone already frightened or knocked prone. They have no self-preservation instinct worth the name, so play them aggressively; a wounded acolyte throws itself forward rather than retreating. Against a party with a Force-user, an acolyte is a good teaching foe — a mirror of what a fallen hero could become.

Adventure Hooks

  1. The CullingThe party infiltrates a Sith academy where acolytes are being winnowed. They can pose as instructors, free a captive who was taken for training, or simply try to get out before the acolytes decide the intruders are the day's final trial.
  2. One Who Would Turn BackA single acolyte has fled the academy, hunted by its former classmates. It begs the party for protection — but the dark side is already in it, and sheltering it means deciding whether someone half-fallen can still be pulled back.