Star Wars: The New Republic world illustration - Science Fiction theme
Science Fiction

Star Wars: The New Republic

M
Muttboy

Set fifteen years after the fall of galactic empire, the galaxy filled with chaos.


Author's Note: This is a made up alternative to the sequel trilogy as I have a lot of issues with the sequel trilogy and wanted to create my own. A big one being the stupid starkiller weapon basically wiping out the new republic to basically undo everything the original trilogy did. There's still going to be elements from series like the mandalorian but for the most part this should not be pulling from the sequel trilogy. This will focus more on things I imagine the galaxy dealing with while trying to rebuild the republic. A few notes: Due to the fact that I'm trying to create a galactic sized world in a 2000 km square areas and points of interests may not play nice. Things being closer together is going to have Franz seeing more. So use the right tab to always move any npc that shouldnt be in the scene a short distance away. Franz may also try and use poi on a separate planet, so you might need to watch where he moves you, generates locations, and double checking that he's not acting like tatooine's sarlaac is on Hoth or something.
Played109 times
Cloned15 times
Created
40 days ago
Last Updated
10 days ago
VisibilityPublic
Imperial Praetorian Guard
CR 10Medium Humanoid
Imperial Praetorian Guard
HP Range100 - 140 (Avg: 120)
AC18
XP5900

Description

Once the elite protectors of the emperor, the Imperial Praetorian Guards are now high-ranking members of the Imperial Remnant, serving as both enforcers and elite warriors. Clad in distinctive armor, they are trained to eliminate threats to their leaders with ruthless efficiency.

Details
SizeMedium
TypeHumanoid
CR10
XP5900
LanguagesCommon, Galactic Basic
Defenses
Armor Class18
HP Range100 - 140 (Avg: 120)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Electro-Staff Strike

The guard strikes with their electro-staff, dealing 2d8+5 bludgeoning damage and 2d6 lightning damage on a hit.

Guarded Advance

The guard moves up to half their speed without provoking opportunity attacks, maintaining a defensive stance.

Imperial Command

As a bonus action, the guard can grant an ally within 30 feet advantage on their next attack roll.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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