Emperor's Hand

Medium human, unaligned

CreatureScum and Villainy

At a glance

Armor Class
19 (heavy combat suit and medium shield generator)
Hit Points
238 (28d8 + 112)
Speed
30 ft.
Saving Throws
Dex +10, Con +9, Int +7
Skills
Acrobatics +10, Athletics +6, Deception +9, Insight +9, Perception +9, Sleight of Hand +10, Stealth +10
Senses
passive Perception 19
Languages
None
Challenge
16 (15,000 XP)

Ability scores

  • Str13+1Strength 13, modifier plus 1
  • Dex20+5Dexterity 20, modifier plus 5
  • Con18+4Constitution 18, modifier plus 4
  • Int14+2Intelligence 14, modifier plus 2
  • Wis18+4Wisdom 18, modifier plus 4
  • Cha18+4Charisma 18, modifier plus 4

About this creature

An Emperor's Hand, or Hand of the Emperor, is a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that are impossible, secret, or both. Use. During his reign, Palpatine uses the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets include rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns. The Hands are considered the best assassins of their day.

Selection. Often targeted at infancy, potential Emperor's Hands are tracked with keen interest by Palpatine until they reach maturity and impress him. Some begin as thieves, some as warriors, some as assassins, some as entertainers, but each manages to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training. After selection, an Emperor's Hand goes through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operates independently and is often under the false impression that he or she is the only Emperor's Hand. During training, Palpatine cultivates the Hand's latent Force abilities, but avoids providing Jedi or Sith training. Thus, Hands who do not have any Force training prior to their training are not expressly dark side users. The most important of their abilities is a direct telepathic connection to Palpatine that allows them to communicate across the galaxy.

Operations. Once given the title of Emperor's Hand, the agent is granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands can take command of military units, starships or weapons as necessary. To preserve their effectiveness, only the highest echelons of the Imperial command structure are aware of the Hands' existence. The methodology varies by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operates as a ghost; striking and vanishing, which elevates them to near mythic levels amongst those who dare cross the Emperor.

Psychology. Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands perform their missions out of sheer loyalty to Palpatine. They view their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets are political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands are under the impression that they alone hold their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands would be deeply affected by his death.

Traits

Assassinate

During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

Cunning Action

On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance

If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

Sneak Attack

Tech Casting. The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. At Will: light, poison spray, venomous strike 1st Level: alarm, holographic disguise, poison dart, tranquilizer 2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum 3rd Level: invisibility to cameras, tech override forcecasting. The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers: At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

Actions

Multiattack

The Emperor's Hand makes three melee weapon attacks or three ranged weapon attacks.

Lightfoil

Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) energy damage.

Heavy Pistol

Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 9 (1d8 + 5) energy damage.

Reactions

Uncanny Dodge

The Emperor's Hand halves the damage that she takes from an attack that hits her. The Emperor's Hand must be able to see the attacker.

Legendary actions

Move

Emperor's Hand can move up to its speed without provoking opportunity attacks.

Casting

Emperor's Hand can cast an at-will power.

Lightfoil

Emperor's Hand makes one lightfoil attack.