SWURPG
Great Mother — Humanoid stat-block portrait for the Star Wars Universe RPG, Threat Rating 7

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 +10
  • WIS +12
  • CHA +11

Skills

  • Use the Force +18
  • Insight +12
  • Intimidation +11
  • Stealth +9

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.

Dathomir Witchcraft

The Great Mother is the apex practitioner of Nightsister magick (the Dathomir Witchcraft trait). She knows the Nightsister Magick powers listed below and casts them with a save DC of 20 (Use the Force +18).

Indomitable Will (3/Day)

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

Voice of the Coven

While the Great Mother is conscious, allied Nightsisters within 30 ft have Advantage on saving throws and add 1d6 to one attack or damage roll on each of their turns.

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.

Spirit-Wreathed

The Great Mother is shrouded in the spirits of the Dathomiri dead. She has Resistance to energy and Force damage, and any creature that hits her with a melee attack takes 5 (2d4) energy damage from the lashing spirits.

Dread Presence

Each enemy that starts its turn within 15 ft of the Great Mother must succeed on a DC 20 Wisdom saving throw or be Frightened of her until the start of its next turn. A creature that succeeds is immune to this Great Mother's Dread Presence for 24 hours.

Ancestral Sight

The Great Mother can see Invisible creatures and spirits and perceives the location of every Nightsister Zombie she has raised. She can't be Surprised while she is conscious.

Force Powers

Ichor Bolt (Action)

+12 to hit, range 60 ft, one target. Hit: 18 (4d8) energy damage.

Witch's Veil (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 targets a creature with a power.

Hex (Action)

One creature within 30 ft makes a DC 20 Wisdom saving throw or has Disadvantage on attack rolls and ability checks for 1 minute (save ends at the end of each of its turns).

Wrack (Action)

One creature within 30 ft makes a DC 20 Constitution saving throw, taking 18 (4d8) energy damage and being Incapacitated until the end of its next turn on a failure, or half damage on a success.

Agony (Action)

One creature within 30 ft makes a DC 20 Wisdom saving throw, taking 22 (4d10) Force damage and being Stunned until the end of its next turn on a failure, or half damage on a success.

Coven's Hex (Action)

Each enemy of the Great Mother's choice within 30 ft makes a DC 20 Wisdom saving throw or is Frightened of her for 1 minute (save ends at the end of each of its turns).

Wrath of the Ancestors (Action, 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 20 Dexterity saving throw, taking 27 (6d8) energy damage and being knocked Prone on a failure, or half damage and no Prone on a success.

Reanimation (Action, 1/Day)

The Great Mother chants the Chant of Resurrection. Up to ten (her Wisdom modifier + proficiency bonus) slain Medium or smaller corpses within 30 ft rise as Nightsister Zombies under her control, acting on her initiative.

Witch Teleportation (Action)

The Great Mother dissolves into green ichor-smoke and reappears in an unoccupied space she can see up to 90 ft away. On Dathomir or another place strong in the dark side, the range doubles to 180 ft and she may carry one adjacent willing ally along.

Inflict Ichor Pain (Action, Concentration)

The Great Mother binds a creature within 60 ft to a knot of hair and bone and tortures it from afar. The target makes a DC 20 Constitution saving throw; on a failure it takes 18 (4d8) Force damage and is Poisoned. On each of her turns she may spend her Action to keep channeling for another 18 (4d8) Force damage, but while she sustains it she takes no other action, bonus action, reaction, or movement, and it ends the instant her Concentration breaks. The target repeats the save at the end of each of its turns, ending the effect on a success. If she has bound an effigy to a specific target ahead of time, it reaches any distance with no line of sight, the first save is at Disadvantage, and the damage rises to 22 (5d8).

Actions

Multiattack

The Great Mother makes two Blade of Talzin attacks, or makes one Blade of Talzin attack and casts one Nightsister Magick power.

Blade of TalzinMelee Weapon Attack
To hit
+9
Range
5 ft
Target
one target
Hit
17 (2d8+6) energy damage; ignores resistance to energy and kinetic damage

Reactions

Ancestral Rebuke

When a creature the Great Mother can see within 30 ft hits an allied Nightsister, she lashes the attacker with spirit-fire: the attacker takes 9 (2d8) energy damage.

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.