SWURPG
Sith Lord — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 8

Sith Lord

TR 8

Humanoid · Medium·Recommended levels: 14-18

AC
17(10 + DEX +3 + Padded Sith Robe (+2) + Lightsaber Defense (+2))
HP
152(16d10+64)
Speed
30 ft
Initiative
+9

Abilities

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

Saves

  • DEX +9
  • CON +10
  • WIS +10
  • CHA +10

Skills

  • Use the Force +16
  • Intimidation +10
  • Deception +10
  • Perception +10
  • Insight +10
  • Knowledge: Galactic Lore +8

Languages

  • Galactic Basic
  • Sith
  • Massassi

Equipment

Lightsaber (bled red synthetic crystal)Padded Sith RobeSith TalismanSith Holocron

Traits

Lightsaber Discipline

The Sith Lord adds +3 to attack and damage rolls with its lightsaber (already included), and its lightsaber strikes ignore resistance to energy damage. (Master rank.)

Lightsaber Defense

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

Dark Precognition

The dark side warns the Sith Lord of a blow before it lands: it can't be surprised while conscious and can't be flanked.

Combat Mastery

The Sith Lord attacks three times with its Multiattack (reflected below), and once per turn may reroll one lightsaber damage die.

Deflect and Redirect

(Reaction) When hit by a ranged energy attack, the Sith Lord makes a Use the Force check (1d20+16) contested by the attack roll; on a success the attack is negated (halved against cannons, autofire, or Force Lightning), and it may immediately redirect the bolt at a creature within 30 feet (ranged attack, +12 to hit, the attack's normal damage). It can do this multiple times per round at a cumulative -2 per use after the first.

Dark Serenity

The Sith Lord automatically succeeds on Concentration checks and is immune to being Stunned — its command of the dark side is absolute and unbreakable. (After the Jedi Consular's Perfect Serenity, turned to the dark side.) Its own Force powers save against DC 19 (including +1 from its Sith Talisman).

Force Resistance

The Sith Lord has advantage on all saving throws against Force powers and other supernatural effects.

Unbreakable Will

The Sith Lord 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 — the dark side will not let it die so easily.

Aura of Dread

Each creature that starts its turn within 20 feet of the Sith Lord and can see it must succeed on a DC 19 Wisdom saving throw or be Frightened until the start of its next turn. A creature that succeeds is immune to this Sith Lord's Aura of Dread for 24 hours.

Master and Apprentice

(Reaction) When an allied dark-side creature within 30 feet is hit by an attack, the Sith Lord telekinetically wrenches the attacker: the ally takes half damage. Once the Sith Lord is below half its hit points, it instead redirects that prevented damage onto the nearest other enemy within 30 feet as raw Force damage.

Force Powers

Feel the Force

The Sith Lord extends its awareness through the dark side, sensing the number, location, and intent of living creatures within 120 feet — even through walls or darkness — and reading the emotional state of any creature it can see. It is never caught off guard.

Force Speed

(Bonus Action) Until the start of its next turn the Sith Lord's speed doubles, it gains a +2 bonus to AC, opportunity attacks against it have disadvantage, and it may make one additional lightsaber attack on its turn.

Force Lightning

(Action) Lightning erupts from the Sith Lord at up to three creatures within 60 feet (or one creature for far greater effect). Each makes a DC 19 Dexterity saving throw, taking 33 (6d10) Electric damage on a failure or half as much on a success; a single creature struck alone takes an extra 11 (2d10). A creature that fails can't take Reactions until the start of its next turn.

Force Choke

(Action) The Sith Lord seizes one creature it can see within 60 feet by the throat. The target makes a DC 19 Constitution saving throw or is Restrained and unable to speak, taking 18 (4d8) kinetic damage; while Restrained this way it takes 9 (2d8) kinetic damage at the start of each of the Sith Lord's turns until it escapes (repeating the save at the end of its turns) or the Sith Lord releases it.

Move/Push/Pull Object

(Action or Bonus Action) As an Action the Sith Lord unleashes a telekinetic wave in a 30-foot cone or against one creature within 60 feet: DC 19 Strength save, taking 18 (4d8) kinetic damage and being pushed 20 feet and knocked Prone on a failure (half damage, no push, on a success). As a Bonus Action it Pulls one creature or object within 30 feet up to 15 feet toward it (a creature resists with a DC 19 Strength save).

Bolt of Hatred

(Action) A lance of pure dark-side hatred strikes one creature within 60 feet: DC 19 Constitution save, taking 18 (4d8) Force damage on a failure or half on a success, plus an extra 4 (1d8) for every 10 hit points the Sith Lord is missing.

Suppress Thought

(Action) The Sith Lord smothers one creature's will within 30 feet. The target makes a DC 19 Wisdom saving throw; on a failure it can't take Reactions and loses its next turn's actions and bonus actions.

Crucitorn

(Bonus Action) The Sith Lord walls off its own pain: until the end of combat it ignores the effects of being at low hit points, has advantage on Constitution saving throws, and can't be forced to make Concentration checks from taking damage — it simply refuses to feel the wound.

Summon Smoke Demon

(Action, Concentration) The Sith Lord conjures a servant of coiling dark-side smoke within 30 feet (AC 14, 27 HP, +6 to hit, 10 (2d6+3) Force damage) that acts on its initiative, obeys its will, and radiates Fear (DC 16 Wisdom save within 5 feet or Frightened until the end of the creature's next turn). It lasts up to 1 minute.

Actions

Multiattack

The Sith Lord makes three lightsaber attacks. It may replace one with Lightsaber Throw, or with a use of Force Lightning or Move/Push/Pull Object if available.

LightsaberMelee Weapon Attack
To hit
+12
Range
5 ft
Target
one target
Hit
12 (1d10+6) energy damage, ignoring resistance to energy damage
Lightsaber ThrowRanged Weapon Attack
To hit
+12
Range
30 ft
Target
one target
Hit
12 (1d10+6) energy damage

Lore

A Sith Lord is the dark side made sovereign — a master who has survived the trials, killed or supplanted a teacher, and taken the title of Darth as a declaration of war on the light. Where a Jedi Master is defined by restraint, a Sith Lord is defined by appetite: for power, for dominion, for the singular satisfaction of imposing its will on a galaxy it believes belongs to the strong. It is a duelist who can turn a squad's blaster fire back into their faces, a sorcerer who can choke the life from a foe across a room, and a commander whose mere presence bends weaker minds toward fear and obedience.

Under the Rule of Two, there are only ever two true Sith at a time — a master and an apprentice, each plotting the other's replacement — but the title has belonged to figures across every era: Naga Sadow, Exar Kun, Darth Revan, Darth Bane, Darth Sidious. This stat block is a generic Darth for GMs to dress as any of them or as a creation of their own: adjust the lightsaber form, the Force repertoire, and the signature cruelty to fit. However you build it, a Sith Lord is a campaign-defining threat — the figure at the top of the tomb, the voice behind the cult, the duel the whole story has been walking toward.

In Play

The Sith Lord is a boss built to fight a whole party at once. Three lightsaber attacks plus Combat Mastery make it lethal in melee; Deflect and Redirect makes charging in with blasters a way to shoot your own allies; Aura of Dread taxes everyone who stands near it; and Unbreakable Will means the party has to drop it to 0 twice. Lead with Force Lightning or Force Choke to break the party's formation, use Move/Push/Pull to keep melee characters off it, and spend Master and Apprentice to keep a Massassi or Sorcerer alive while they matter. Give it a lieutenant (a Sorcerer) and a few Massassi and Acolytes, and let Aura of Dread and the Rule-of-Two reaction knit them into a genuine set-piece. As it drops below half, it stops protecting its servants and starts turning their deaths into weapons — the mask comes off, and it fights like something that was always alone.

Adventure Hooks

  1. The Tomb at the EndEvery thread of the campaign has led here: down through the Sith tomb, past the Massassi and the Hssiss, to the chamber where a Sith Lord has been waiting — patient, certain, and glad the party came. The duel the whole story promised is finally on the table.
  2. Master or ApprenticeThe party captures — or is captured by — a Sith Lord who reveals it is only half of the Rule of Two. It offers a bargain: help it kill its master, and walk away. The trap is obvious; the opportunity might be real; and either way, there will be two Sith again by morning.
  3. The Voice Behind the CultA dark-side cult has been recruiting, killing, and building toward something across three worlds. At the center, behind every acolyte and every atrocity, is a single Sith Lord — and stopping the cult means finally facing the one who started it.