Special Abilities
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Unique
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Melee Attack (Can attack only adjacent enemies)
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Assassin (+4 Attack and +10 Damage against living enemies)
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Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
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Proboscises (Replaces turn: Make an attack at +10 Damage against an adjacent living enemy. If this attack hits, that enemy is considered activated this round; save 11.)
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Siphon Life Energy (Whenever it defeats an adjacent living enemy, remove damage from this character equal to the defeated character's printed hit points.)
Force Powers
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Force 3
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Force Withdrawal (Force 1, useable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
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Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
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Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)