DM
Antagonist · Solo Operative

Darth Maul

The Survivor · Warrior / Mystic Hybrid
PL 12
180 PP
“I… I was made to suffer. And from suffering, I was made.”
Abilities
STRSTAAGLINTAWEPRE
234232
Combat
ATTACKSABERDEFINIT
+6+10+8+8
Resistances
DODGEFORTTOUGHWILL
45710
Toughness includes Impervious 5.
[ Character Art ]

Dathomirian Zabrak. Former Sith apprentice. Crime lord of a collapsed empire. Once cut in half by a Jedi Padawan and left to rot, he crawled back from madness through pure hate.

What walks now is not quite the apprentice Sidious trained, not quite the Sith warrior who killed Qui-Gon, not quite the Nightbrother his mother birthed. It’s something built from all three, welded together by Nightsister magick and a vendetta that has outlasted empires.

This stat block represents Maul as a solo operative — after the Shadow Collective fell, after Savage died, after Mandalore. Before Malachor, before Tatooine. No army. No master. A double-bladed lightsaber, cybernetic legs, his mother’s magick, and the patience of someone who has nothing left to lose.

Backstory

Born to Mother Talzin of the Nightsisters on Dathomir. Given to Sidious as an infant in exchange for power Talzin could not otherwise claim. Raised in secret as the Sith Lord’s apprentice, trained in the dark side, in combat, in hate.

Sent to Tatooine and Naboo to hunt Queen Amidala and the Jedi protecting her. Killed Qui-Gon Jinn in the reactor chamber on Theed. Cut in half by Obi-Wan Kenobi and dropped down a reactor shaft. Should have died there.

Didn’t.

Survived through pure dark-side obsession. Dragged himself onto a garbage barge. Ended up on Lotho Minor, where he lived for over a decade as a spider-legged feral creature, half-mad, eating scraps, babbling to ghosts. His brother Savage Opress found him there and brought him home to Dathomir. Mother Talzin rebuilt his body with cybernetic legs and his mind with Nightsister ritual magick.

He built the Shadow Collective: Hutts, Black Sun, the Pyke Syndicate, Death Watch. Took Mandalore. Killed Duchess Satine in front of Obi-Wan to wound him. For a moment he was an emperor of the underworld.

Then Sidious came. Killed Savage. Tortured Maul. Took everything. Maul escaped, ran, rebuilt on a smaller scale, lost it all again. By the time this stat block is active, he operates alone. He’s still here. He’s always still here. That’s the worst thing about him.

Supporting Cast
Savage Opress (deceased)Brother. Died at the Emperor’s hand in Maul’s arms. Seen in the Force, never spoken of out loud.
Mother Talzin (deceased)Nightsister witch. Birthed him, gave him up, rebuilt him, died fighting the Sith. The ritual magick is her inheritance.
Obi-Wan KenobiThe wound. The axis. Bisected him on Naboo. Will eventually kill him on Tatooine. Maul knows and hunts him anyway.
Ahsoka TanoFought beside her on Mandalore. Respects her in a way he respects almost no one.
Darth SidiousFormer master. Current hunter. Maul fears him. Maul also dreams of killing him.
Bo-Katan KryzeMandalorian. Former ally turned rival who took Mandalore back from him.
Ezra BridgerJedi apprentice he tried to corrupt. Failed. A reminder he can be outmaneuvered.
Complications
Obsession (Kenobi)The defining wound. Every tactical instinct bends toward him.
Motivation — RevengeAgainst Sith, Jedi, and anyone who wronged him. A weather system, not a worldview.
Enemy (Sidious)The Emperor wants him erased. Inquisitors and Purge Troopers find him if he stays anywhere too long.
Power Loss (Cybernetics)Disable the prosthetic legs and he loses Leaping; Acrobatics takes a penalty.
Temper (Rage as Fuel)Converts emotional intensity to power efficiently. Restraint isn’t natural.
Phantom FamilySees Savage and Talzin in the Force. Grief weaponized, but still grief.
Skills
Acrobatics+10
Athletics+4
Deception+6
Dark Side Lore+8
Insight+5
Intimidation+10
Perception+9
Stealth+10
Standard Actions — By Array
Lightsaber Mastery ARRAY · Pick one per turn
Standard · Melee
Dual-Blade Assault
+10 vs Def — DC 25 Tough
Penetrating 1 · Multiattack · Crit 18-20
Standard · Area
Double-Blade Sweep
Cone — DC 25 Tough
Dodge for half · Hits friend and foe
Standard · Ranged
Saber Throw
+10 vs Def — DC 25 Tough
Returns same turn · Precise
Force Powers ARRAY · Pick one per turn
Standard · Utility
Telekinesis
Move Object 10 at range
STR-equiv 10 · Closes gaps · Weaponizes environment
Standard · Ranged
Force Choke
Ranged — DC 20 Fort
Impaired → Disabled → Defenseless · Lifts off ground
Standard · Ranged
Force Push
+6 vs Def — DC 23 Tough
Concussive shove · Knocks back · Breaks grapples
Nightbrother Magick ARRAY · Pick one per turn
Standard · Ranged
Fear Projection
Ranged — DC 17 Will
Impaired → Disabled → Defenseless · Worst nightmare
Free · Sustain
Shadow Cloak
Concealment 4 vs Visual senses
Breaks when he attacks · Holds the array slot while active
Move & Free Actions
Move
Cybernetic Leap
30-foot standing jump
Combat transitions · Rooftops · Breaks line of sight
Free · Once per turn
Switch Array Slot
Swap AEs within an array
One free switch per turn per array · Lightsaber, Force, or Magick
Reactions
Reaction
Quick Counter (Damage)
Counter an incoming Damage effect with a Damage effect of his own — saber-deflects blaster bolts, arrows, thrown weapons
Reaction
Improved Evasion
+5 Dodge vs area · On success, reaction-move outside the area
Passive Reaction
Uncanny Dodge
Not Vulnerable to attacks he’s unaware of
Combat Maneuvers (Universal · Free)
Power Attack −5 attack / +5 effect (max) · All-Out Attack −2 def / +2 atk · Defensive Attack −2 atk / +2 def · Accurate Attack −2 effect / +2 atk
Passive Traits
Impervious 5: Auto-resists Damage rank 5 or lower, no roll.
Fearless: Immune to fear effects.
Stealth Mastery: Routine Stealth (auto 10 + modifier when not under pressure).
Improved Critical 2 (Saber): Crits on 18-20 with the lightsaber.
Multilingual 2: Basic, Zabraki, Huttese, Mando’a.
Combat Doctrine
Opening MoveFear Projection on the strongest opponent in the room. Not the closest. Not the loudest. The one with the best chance of stopping him.
Closing DistanceShadow Cloak + Leaping. He doesn’t charge in a straight line. He disappears, then reappears next to you, already swinging.
In the GrindDual-Blade Assault with Multiattack. Cycles into Double-Blade Sweep against clusters. Power Attack when his target is Vulnerable.
Against HeaviesForce Choke. Disabled means −5 to all their action checks. Defenseless ends the fight on the next swing.
Against MooksImpervious 5 means stormtrooper-grade weapons don’t register. He walks through the squad, Deflection handling anything above Damage 5.
Escape ProtocolShadow Cloak + Leaping. Vanish into shadow, bound across rooftops, gone by the time the dust settles. He fights to the next fight.
Skills (20 PP)
SkillRkBaseTotalPP
Acrobatics6AGL 4+103
Athletics2STR 2+41
Deception4PRE 2+62
Dark Side Lore6INT 2+83
Insight2AWE 3+51
Intimidation8PRE 2+104
Perception6AWE 3+93
Stealth6AGL 4+103
Advantages (10 PP)
AdvantageNotesPP
Improved Critical 2Saber crits on 18-202
Improved Evasion 2+5 Dodge vs area2
Quick CounterReaction vs Damage1
Uncanny DodgeNot Vulnerable when unaware1
FearlessImmune to fear1
Stealth MasteryRoutine Stealth1
Multilingual 2Zabraki, Huttese, Mando’a2
Powers (64 PP)
Lightsaber Mastery Array · 24 PP
Double-bladed saber forged under Sidious’s eye. Splits into two separate sabers at a mental command. Bolt-deflection handled by the Quick Counter (Damage) advantage, not an array slot — reactions need to be always available, not gated behind an AE switch.
BaseDual-Blade Assault: Damage 10, Penetrating 1, Multiattack, Precise 22 PP
AEDouble-Blade Sweep: Damage 10, Area (Cone) 20 PP
AESaber Throw: Damage 10, Ranged, Precise 21 PP
Force Powers Array · 22 PP
Classic Sith Force applications. Taught by Sidious, sharpened by decades of refinement and rage.
BaseTelekinesis: Move Object 10 20 PP
AEForce Choke: Affliction 10, Ranged, Fortitude 20 PP
AEForce Push: Damage 8, Ranged 16 PP
Nightbrother Magick Array · 15 PP
Talzin’s inheritance. Not Sith Force use. Older, weirder, ritual-adjacent.
BaseFear Projection: Affliction 7, Ranged, Will 14 PP
AEShadow Cloak: Concealment 4 (Visual, Sustained) 8 PP
Cybernetic Leap 2 PP
PowerLeaping 2: 30-foot standing jump 2 PP
Point Audit
ABILITIESCOMBATRESISTSKILLSADVTGPOWERSTOTAL
323123201063179 / 180
PL Cap Verification — PL 12 (caps at 2×PL = 24)
Saber Atk + Damage 10 + 10 = 20 / 24
General Atk + Damage 6 + 10 = 16 / 24
Defense + Toughness 8 + 7 = 15 / 24
Dodge + Toughness 4 + 7 = 11 / 24
Fortitude + Will 5 + 10 = 15 / 24
Initiative +8 / 24
Skill Modifier (max) +10 / 22
Heroic Advantage Uses per adventure / 6
Progression Paths