The only alien to ever be counted amongst the Grand Admirals, Thrawn cuts quite a striking, if not imposing, figure. He has bluish skin, black hair, and red eyes that glow in our atmosphere. He wears his starch-white officer’s uniform, symbolizing his rank, and has modified stormtrooper armor on under it. He also possesses a harness device, anchored into the back piece of his armor. Attached to it is a small, snakelike creature. This organism, an ysalamiri, emanates a field where the Force cannot function. Thrawn is at all times even, level and reserved, if not planning and scheming inside.
Thrawn was, and still is, the greatest military mind the Empire has ever known. Thought dead for a time, which in fact he was, the Grand Admiral has returned from the dead, so to say. Much as he once did to Emperor Palpatine, Thrawn has now demonstrated even to the new Emperor, Exar Kun, that he is more than capable of leading the military, whether or not he was alien. Thrawn is such a gifted strategist that he can figure out how do defeat an enemy simply by examining their art forms. By seeing the styles they appreciate, and the personalities they reflect, he can accurately profile an enemy, even an entire race, and find the most expedient means to defeat them. Thrawn also possesses a rare thing amongst Imperial leaders; that being respect of his underlings. Where other officers seek to guard themselves, get promoted, and throw as many soldiers as they think they need to quickly solve a problem, Thrawn is willing to take the time to find a way that actually preserves the life of his men, even if they are considered expendable by others. This respect makes Thrawn all the more capable a leader, as his men, knowing he has thought things out, give their all, comforted in the fact that they will likely come back alive.
The death of Thrawn at the hands of his Noghri bodyguard, Rukh, dealt the Empire a crippling blow, but a clone of Thrawn, discovered in a military installation on Wayland, was able to replace the lost Grand Admiral, and the methodical, powerful brain of the Chiss, added to a seeming “genetic memory” allowed the clone of Thrawn to literally become Thrawn. Many soldiers believe that Thrawn never died, and that his miraculous resurgence is a sign that soon the Republic will fall, and the Galactic Empire will return again.
Grand Admiral Thrawn: Male Chiss Soldier 6/Noble 3/Officer 9; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); DR 7; Spd 8m; VP/WP 104/12; Atk +16/+11/+6/+1 ranged (blaster pistol); SQ Bonus class skill (Search), Favor +4 (+2 from Influence), Inspire confidence, Resource access (1/day, value <= 180 x Cha check), Leadership (+4 bonus, can take 10), Requisition supplies (up to 36,000 credits), Officer Bonus Feat x2 (Influence, Trustworthy), Tactics (+3), Uncanny survival (+9 Defense, 1/day), Improved tactics, Grand admiral (grants Backup and Overlord class abilities of the Imperial Moff); SV Fort +11, Ref +10, Will +11; SZ M; FP 3; DSP 3; Rep +13; Sympathy: Imperial +5; Str 12, Dex 15, Con 12, Int 17, Wis 15, Cha 18. Challenge Code G.
Equipment: Blaster pistol, Grand Admiral’s uniform, various code cylinders, ysalamiri harness (negates Force access at a range of 10 m), Grand Admiral’s Armor, Imperial super star destroyer (Phoenix).
Skills: Appraise +9, Astrogate +12, Balance +2, Bluff +10, Climb +5, Computer Use +11, Craft +7, Demolitions +7, Diplomacy +19, Disable Device +4, Disguise +4, Entertain +4, Escape Artist +2, Forgery +3, Gamble +2, Gather Information +15, Handle Animal +6, Hide +2, Intimidate +28, Jump +1, Knowledge (Imperial Tactics) +18, Knowledge (xeno-culture art) +27, Listen +4, Move Silently +3, Pilot +8, Profession (officer) +16, Read/Write Language (Basic, Cheunh), Repair +4, Ride +4, Search +11, Sense Motive +19, Speak Language (Basic, Cheunh), Spot +5, Survival +3, Swim +1, Treat Injury +5, Tumble +2.
Feats: Armor Proficiency (light, medium), Combat Expertise, Fame, Imperial Command Training, Influence, Skill Focus (Gather Information), Skill Focus (Intimidate), Skill Focus (Knowledge: xeno-art), Sharp-Eyed, Starship Operation (starfighter, capital ship), Trustworthy, Weapon Focus (blaster pistol), Weapon Group Proficiency (all).
Standard Attack Method: Thrawn should rarely have to do direct battle. If things are going as they should, Thrawn is aboard a very large Star Destroyer, inside a heavily fortified base that has plenty of guns and troops, or, at the very least, inside a walker or command speeder. Under still-favorable direct combat circumstances, Thrawn spends his first round initiating tactics to himself and all of his stormtroopers (+3 dodge bonus to Defense for Thrawn and all allies), and then another round after to use tactics again (+3 attack to Thrawn and allies). He will keep using tactics as they wear off, to maintain his bonuses. He has two of his best-trained stormtroopers guarding his person, and the rest fan out in a perimeter, or firing line, as necessary. During rounds where Thrawn isn’t using an attack action to invoke tactics, he is either shooting with his blaster, or, more likely, using full defense. During Thrawn’s best-affected rounds, he possesses Defense 25,and has an attack bonus of +19/+14/+9/+4. At best, his Defense can increase to 29. Also, so long as his elite stormtroopers are present, he has shield DR 9, and DR 7 from his armor, if necessary. Thrawn, and any allies within 10 meters of him are also immune to all Force powers and abilities, due to his ysalamiri harness.
Followers: Though the situation rarely calls for it, when necessary, Thrawn is accompanied by two stormtroopers (Thug 12), often under the effect of his Improved Tactics (+3 dodge bonus to Defense for self and troops, as an attack action, followed by +3 attack bonus to self and troops, again as an attack action, for 4 rounds). Though often surrounded by many more soldiers, these two are specifically charged with guarding the Grand Admiral. They are armed with blaster rifles, heavy blaster pistols, and have fortified stormtrooper armor (DR 6) and shield generators (DR 9) to support the Grand Admiral.
Armor | Type | Cost | DR | Max DB | ACP | Speed | Weight | ||||||||
Grand Admiral Thrawn's Suit | Medium | N/A | 7 | +2 | -2 | 8m | 14 kg |
This is the suit of armor worn by the 12 Grand Admirals of the Imperial Navy. Among the brightest and most gifted military minds in the galaxy, it became apparent all to quickly that certain, less scrupulous factions of the Rebel Alliance might take it upon themselves to assassinate these great minds. In an effort to prevent this, the Emperor ordered construction of a suit of armor that could be worn under an officer’s uniform unnoticed, thus not hinting to any fear of injury in front of soldiers, but still offering the best protection available. To this end, Imperial designers took the basic suit of stormtrooper armor, removed the electronics, slimmed it down, and improved the durability of the thinner plates. Only the Grand Admirals warranted this kind of armor. Lesser officers had to be able to protect themselves, and were viewed as expendable. Also, with only 12 Grand Admirals maximum at any given time, very few of these expensive suits had to be built.
An example of this armor in use was when Grand Admiral Thrawn visited Mount Tantiss on Wayland. Before facing them himself, Joruus C’Boath first ordered a bowman to fire upon Thrawn’s entourage. Though the primitive arrow pierced his uniform, it was not able to pierce his armor. This act forced C’Boath to need to engage Thrawn himself, in which his Force powers were lost and he was forced to aide Thrawn in his plans to destroy the New Republic.
No suit of this armor can be found on the Black Market, as none has ever been lost, and thus it cannot be available. If it were to be, it would cost over 10,000 credits.
Site Links
Exar Kun (original)
Back to D&D characters
Dark Lady of the Sith
Sith Lord
Star Wars Stuff (cool)