SWURPG
Sith Apprentice — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 6

Sith Apprentice

TR 6

Humanoid · Medium·Recommended levels: 10-15

AC
20(10 + DEX +4 + Reflexweave Armor (+4) + Lightsaber Defense (+2))
HP
114(14d10+42)
Speed
30 ft
Initiative
+9

Abilities

STR
14
+2
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
15
+2
CHA
15
+2

Saves

  • DEX +9
  • CON +8
  • WIS +7

Skills

  • Acrobatics +14
  • Use the Force +7
  • Athletics +7
  • Intimidation +7
  • Perception +7

Languages

  • Galactic Basic
  • Sith

Equipment

Double-Bladed Lightsaber (bled red synthetic crystal)Reflexweave ArmorComlink

Traits

Lightsaber Discipline

The apprentice adds +2 to attack and damage rolls with its lightsaber (already included), and its strikes ignore resistance to energy damage. (The Jedi Guardian Lightsaber Discipline feature — an apprentice has not yet reached the master rank's +3.)

Lightsaber Defense

While wielding an ignited lightsaber the apprentice has a +2 bonus to AC (included above) and to Dexterity saving throws.

Saberstaff Flurry

The apprentice attacks twice with its Multiattack (reflected below), and once per turn may reroll one lightsaber damage die — the two blades of the saberstaff never stop moving.

Deflect and Redirect

(Reaction) When hit by a ranged energy attack, the apprentice makes a Use the Force check (1d20+7) contested by the attack roll; on a success the attack is negated (halved against cannons, autofire, or Force Lightning), and it may redirect the bolt at a creature within 30 feet (ranged attack, +11 to hit, the attack's normal damage). It can do this multiple times per round at a cumulative -2 per use after the first.

Acrobatic Duelist

The apprentice's movement doesn't provoke opportunity attacks, and it can move through the space of any creature. It has advantage on Acrobatics checks and on saving throws to avoid being knocked Prone or Restrained — a whirlwind that never holds still. (The Mobility feature.)

Juyo Ferocity

On its turn the apprentice may fight with reckless ferocity: it gains advantage on all its melee attack rolls this turn, but attack rolls against it have advantage until the start of its next turn. (The savage seventh form of lightsaber combat, favored by the Sith.)

Dual Wielder II

The apprentice fights with both blades of its saberstaff at once and suffers no dual-wielding penalty — its dual-wield attack penalty is eliminated entirely (already reflected in its attack bonus below). (The Dual Wielder I–II feature.)

Force Resistance

The apprentice has advantage on saving throws against Force powers and other supernatural effects.

Unbreakable Will

The apprentice can't be Charmed or Frightened. The first time each combat it would be reduced to 0 hit points, it instead drops to 1 hit point — its hate will not let it fall.

Force Powers

Force Speed

(Bonus Action) Until the end of its turn the apprentice's speed doubles, it has advantage on Dexterity saving throws, and it provokes no opportunity attacks from that movement — closing on a target before it can react.

Force Rage

(Bonus Action) The apprentice gives itself over to the dark tide of its anger for 3 rounds: it gains 15 temporary hit points, deals an extra 1d6 damage on melee attacks, and has advantage on Strength checks and saves. The fury clouds it — it has disadvantage on Wisdom and Intelligence checks and can't use Mind or Sense powers while it rages.

Force Choke

(Action) The apprentice seizes the throat of a creature it can see within 30 feet. The target makes a DC 15 Constitution saving throw, taking 11 (2d8+2) Force damage on a failure and being lifted off the ground and Restrained (speed 0, can't speak, disadvantage on Strength and Dexterity checks) until the effect ends, or half damage and no restraint on a success. The apprentice must use its Action each round to maintain the choke; the target repeats the save at the end of each of its turns.

Move/Push/Pull Object

(Action or Bonus Action) The apprentice seizes a creature or object within 35 feet with the Force and Pushes it straight away or Pulls it toward itself: a creature makes a DC 15 Strength saving throw or is moved up to 15 feet and, if Pushed into a surface, knocked Prone. It can also wrench a loose object or a held weapon (Strength save to keep hold).

Fear

(Action) The apprentice projects a wave of terror at one creature within 30 feet, which makes a DC 15 Wisdom saving throw or is Frightened of it for 3 rounds. While Frightened this way the creature can't willingly move closer and has disadvantage on attack rolls and ability checks, repeating the save at the end of each of its turns.

Actions

Multiattack

The Sith Apprentice makes two attacks with its double-bladed lightsaber. It may replace one with a use of Force Choke or Move/Push/Pull Object if available.

Double-Bladed LightsaberMelee Weapon Attack
To hit
+11
Range
5 ft
Target
one target
Hit
10 (1d8+6) energy damage, ignoring resistance to energy damage

Lore

Under the Rule of Two there are only ever two Sith — a master and an apprentice — and the apprentice is the blade. Where the master schemes from the shadows, the apprentice is sent to hunt, to duel, and to die if it must, sharpening itself against every enemy the master points it at until the day it is strong enough to take the master's place. It is the most dangerous kind of duelist precisely because it has nothing else: no patience, no long game, only the drive to prove itself by killing whatever stands in front of it. Darth Maul was such an apprentice — a silent, acrobatic weapon loosed by Darth Sidious, all speed and spinning saberstaff and barely-contained rage.

A Sith Apprentice fights like a storm, relying on the Force and the blade in equal measure: it closes the distance in a heartbeat with Force Speed, seizes a foe by the throat with a Choke or flings it across the room with telekinesis, and cuts with a double-bladed lightsaber in both hands at once. What it lacks is its master's deeper sorcery — the killing lightning a Sith Lord calls down is beyond an apprentice, which reaches instead for raw dark-side fury, giving itself over to rage to hit harder and shrug off wounds. This is a generic apprentice for GMs to dress as Maul, Savage Opress, an early Vader, or a creation of their own — pair it with a Sith Lord master to run the Rule of Two as a two-body boss fight, or field it alone as the hunter sent ahead of its master's plans.

In Play

The apprentice is a melee missile — get it into the party's back line and let it carve. Open with Force Speed to close, use Aggressive to keep pressing, and spend Juyo Ferocity when it can afford the risk (or when it's about to drop something anyway). Three saberstaff attacks at +11 punish anyone it reaches; Deflect and Redirect makes shooting it a way to shoot your own line; and Force Rage turns a wounded apprentice into a harder-hitting, harder-to-kill problem. It's squishier than the Sith Lord and knows far less sorcery — a party that kites it, controls it, or focuses it down fast can beat it, but if it gets a clean turn on a caster or a back-liner, someone dies. Run it beside a Sith Lord (its master) for a true Rule-of-Two set-piece, or ahead of the master as the duel the party has to survive first.

Adventure Hooks

  1. The Hunter Sent AheadSomething has been killing the party's contacts one by one, always up close, always with a blade. It's a Sith apprentice sent by a master the party hasn't even met yet — and it has been told to leave one of them alive to carry a message.
  2. The Apprentice's GambitA Sith apprentice offers the party a deal: help it kill its own master, and it will let them walk. It means it — an apprentice always wants the master dead — but the moment the master falls, there will be an opening for a new apprentice, and the apprentice is looking right at them.
  3. Two Blades in the DarkThe party corners the Sith Lord they've hunted all campaign — and its apprentice steps out of the shadows behind them. Now it's a fight on two fronts: the master's sorcery ahead, the apprentice's saberstaff at their backs.