Threat Assessment: Ve’ino Grah

This is the second installment of what will be the regular Thursday feature, now renamed Threat Assessment. This, much like the first one, was a stat block I drew up in response to a request from one of the Gamer Nation over at the d20 Radio boards. He was having problems effectively challenging his Jedi characters, and wanted something that would give them a run for their money. I threw together a few stat blocks of varying levels that he could throw their way to make them dye their underpants the same color as their robes. This one was probably my favorite NPC, and can be introduced early as a higher level enemy into an ongoing game as an adversary they can work towards finally defeating.

Ve’ino Grah – CL 13

Medium Yuuzhan Vong Scout 7/Soldier 1/Bounty Hunter 5
Destiny 2; Force
Init +13; Senses Perception +12
Languages Basic, Yuuzhan Vong
Defenses Ref 30(flat-footed 28), Fort 33, Will 25; Dodge, Mobility
hp 109; Thresh 33
Speed 6 squares
Melee amphistaff (quarterstaff form) +14 (1d6+12) or
Melee amphistaff (quarterstaff form) +12 (2d6+12) with Rapid Strike or
Melee amphistaff (spear form) +14 (1d8+12, if the attack roll also exceeds the target’s Fortitude Defense, the target moves -1 persistent step down condition track) or
Melee amphistaff (spear form) +12 (2d8+12, if the attack roll also exceeds the target’s Fortitude Defense, the target moves -1 persistent step down condition track) with Rapid Strike or
Melee amphistaff (whip form, reach 2 squares) +14 (1d4+12, if the attack roll also exceeds the target’s Fortitude Defense, the target moves -1 persistent step down condition track, the target may be tripped or pinned instead of attacked for damage) or
Melee amphistaff (whip form, reach 2 squares) +12 (2d4+12, if the attack roll also exceeds the target’s Fortitude Defense, the target moves -1 persistent step down condition track, the target may be tripped or pinned instead of attacked for damage) with Rapid Strike
Ranged heavy blaster pistol +13 (3d8+6)
Base Atk +11; Grp +14
Atk Options Jedi Hunter, Melee Defense, Powerful Charge, Rapid Strike, Whirlwind Attack
Special Actions familiar foe +2, Lightsaber Evasion, Stymie
Abilities Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Special Qualities Force immunity, technophobic, uncanny dodge I, uncanny dodge II
Talents Acute Senses, Armored Defense, Improved Initiative, Jedi Hunter, Lightsaber Evasion, Stymie, Uncanny Dodge I, Uncanny Dodge II
Feats Armor Proficiency (light), Dodge, Improved Defenses, Melee Defense, Mobility, Powerful Charge, Shake it Off, Weapon Proficiency (pistols, simple weapons), Whirlwind Attack
Skills Climb +14, Endurance +13, Initiative +13, Jump +14, Mechanics +13, Perception +12, Survival +12
Possessions amphistaff, vonduun crabshell armor (+5 armor, +5 equipment), heavy blaster pistol, aquata breather, breath mask, two pairs binder cuffs, two rolls mesh tape, utility belt with medpac

Ve’ino is a bounty hunter of no mean skill. When he encountered his first Jedi and learned that the power they commanded could not affect him, he knew that it was his destiny to destroy these warriors for the glory of the Yuuzhan Vong. He took to taking bounties that would put him close into the reach of Jedi so that he could continue to hone his techniques, eventually striking off onto his own and recruiting a number of other men to aid him in taking down more and more powerful Jedi, finding that while he couldn’t pass on his apparent immunity to the Jedi’s power, he could train them to become more resistant.

In combat, Ve’ino moves into melee combat, trusting in his natural skill and heightened reflexes to keep him safe. Since he cannot be flanked or caught flat-footed by normal means, he has no qualms about getting himself surrounded, and in fact, prefers it that way so he can make full use of his Whirlwind Attack feat to strike as many foes as possible. He will use this feat against lightsaber wielders as well, knowing that they cannot use their abilities to Block the full brunt of it. He also gets 2 free squares of movement whenever a lightsaber attack misses him, which doesn’t provoke attacks of opportunity, allowing him to keep moving and force his opponents into having to provoke attacks of opportunity to re-engage him. He prefers to use his amphistaff in either the spear or whip form, allowing him to use the natural toxicity of his weapon to further augment his attacks. He is also not shy about using his Stymie talent to keep enemy Jedi from being able to fully utilize their powers in combat.

Ve’ino works best in a late New Republic/New Jedi Order or a Legacy Era Campaign, but can work in any of the large eras:

Knights of the Old Republic: There have been rumors that the Yuuzhan Vong were encountered in universe as early as the Mandalorian Wars when a group of Mandalorian ships encountered a group of what appeared to be asteroids that attacked their craft. If you follow this, it isn’t hard to make Ve’ino  a member of one of those task groups who wound up being shot down. Forced to find a way to survive in a strange universe that he doesn’t understand, he has to make a living somehow, and combat is something that comes naturally to a Yuuzhan Vong warrior. This era also puts him into a lot more contact with Jedi characters, allowing him to hone his skills further and further and be a constant thorn in the Order’s side.

Clone Wars: Since the Yuuzhan Vong actually attacked Zonama Sekot before the Clone Wars, it makes some amount of sense that there might be  few of them in universe during the actual war itself. I can see Ve’ino working very well as the leader of  a mercenary outfit fighting for the CIS in order to pit himself against as many Jedi as possible, maybe even hoping to one day take down Count Dooku, Ventriss, and the Jedi wannabe, General Grievous and take over command of the CIS as a general in his own right.

Dark Times/Rebellion Era: This era is a little tougher, though I can see a Vong warrior working as a soldier in the Jedi Purge after Order 66 is given. After most of the Jedi are wiped out, he loses a lot of his motivation, but this by no means makes him any less of a viable threat, especially should the PCs do something to upset him in any way that would make him want revenge. This is the best way to handle him in an era where revealing onself as a Jedi and a very short life expectancy tend to go hand in hand.

New Republic: Much like Nom Anor was sent into the universe in order to help destabilize the New Republic for the approaching invasion, so to could Ve’ino have been. As he works to do this, he begins to encounter more and more Jedi as Luke Skywalker begins to reform the Jedi Order, allowing him the chance to encounter more and more of these kinds of targets, as well as helping to keep a potential enemy to the Yuuzhan Vong invasion weak.

Legacy Era: Since the Vong are still in universe, this is probably the easiest era to drop Ve’ino into, and it really doesn’t take a whole lot of explanation to do so. He can be inserted in any way that you as the GM see fit.

So there is Ve’ino Grah, Gamer Nation. I’ll be back a little bit later tonight to hit you with the delinquent Build of the Week you’ve been missing for a few days, and be back on Thursday (powers willing) with another installment of Threat Assessment.

Advertisements

Leave a comment

Filed under Uncategorized

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s