Sith Lord

Since the time of the first fallen Jedi, the Sith have survived in one form or another for thousands of years. As the passage of time marched forward, the ancient teachings of the Jedi were forgotten, twisted, and corrupted. Few Sith Lords, then, came from the formal training of the Jedi, and new Sith Lords learned the methods of the dark side from other Sith Lords until they could rise up and claim the mantle for themselves. Although they lacked the formal instruction of their Jedi counterparts, these Sith lords proved every bit their equal, making up for their lack of discipline with hatred, and for their lack of combat training with savage brutality.
Sith Lord Encounters
Sith Lords should be the elite villains of your campaign. They are the undisputed masters of the dark side of the Force. Any Sith Lord encountered after the Battle of Ruusan is a calculating plotter, a fiend of intrigue who hides his presence behind countless false identities and minions to ensure that he can keep working toward his goal, which is ultimately the utter destruction of the Jedi. A Sith Lord is unlikely to reveal himself willingly, reserving his confession to a likely apprentice at a time when he is most likely to turn the subject toward the dark side.
Instead, a Sith Lord relies on a host of minions to further his agenda. The most important minion is his Sith apprentice, though a Sith Lord is careful to limit his time with his minion lest he create an opportunity for his apprentice to betray him. Instead, the Sith Lord uses the apprentice as a tool, overseeing vital missions and ensuring that his plans proceed as intended.
Beneath the Sith apprentice, there can be any number of dark side thralls serving the Sith Lord, including dark side adepts, dark Jedi, and other corrupted servants. It’s important to note that these servants are not technically Sith even though they are usually quite skilled in the dark side of the Force and might harbor the same hatred toward the Jedi that their Masters do. In some rare cases, a lesser minion might prove himself worthy to replace the Sith apprentice, which, as his Master does with his greatest ally, is something for which the apprentice always watches.
Sith Lord (CL 18)
Threats of the Galaxy, page 82.
Medium noble 7 / Sith apprentice 8 / Sith Lord 4 NPC
Destiny: 2; Force: 2; Dark Side: 16
Initiative: +16; Senses: Force Perception, Guage Force Potential;Perception +22
Languages: Basic, 5 others
Defenses: Ref 33 (flat-footed 31, Lightsaber Defense 34), Fort 31, Will 34; Block
Hit Points: 105; DR: 10; Damage Threshold: 31
Immune: fear
Speed: 6 squares
Melee: lightsaber +19 (2d8+10) or
Melee: lightsaber +16 (2d8+10) and
lightsaber +16 (2d8+10) with Double Attack or
Melee: lightsaber +11 (2d8+10) and
lightsaber +11 (2d8+10) and
lightsaber +11 (2d8+10) with Tripple Attack
Base Attack: +17; Grapple: +19
Attack Options: Double Attack (lightsabers), Melee Defense, Triple Attack (lightsabers)
Special Actions: Damage Reduction 10, Guage Force Potential, Lightsaber Defense, Power of the Dark Side, Telekinetic Power, temptation
Force Powers (known) (Use the Force +17): farseeing, Force disarm. Force grip (2), Force lightning (4), Force slam, Force thrust, mind trick, move object (2), rebuke (2), surge
Force Techniques: Force Point Recovery, Force Power Mastery (Force lightning), Improved Sense Force, Improved Telepathy
Force Secrets: Devastating Power, Multitarget Power, Quicken Power
Abilities: Str 13, Dex 15, Con 11, Int 14, Wis 16, Cha 16
Special Qualities: fearless, temptation
Talents: Connections, Block, Damage Reduction 10, Dark Side Adept, Force Perception, Gauge Force Potential, Lightsaber Defense, Multiattack Proficiency (lightsabers), Power of the Dark Side, Telekinetic Power
Feats: Double Attack (lightsabers), Force Training (4), Linguist, Melee Defense, Skill Focus (Use the Force), Triple Attack (lightsabers), Weapon Finesse, Weapon Proficiency (lightsabers, pistols, simple)
Skills: Deception +17, Initiative +16, Knowledge [galactic lore] +16, Perception +22, Persuasion +17, Pilot +16, Use Computer +16, Use the Force +22 (can reroll when activating a Force power with the [dark side] descriptor, must take second result)
Possessions: lightsaber, Sith robes
Dark Lord of the Sith (Sith Master)
NPC Text
Fallen Jedi Sith Lord
Sith Lords are the inheritors of the first renegade dark Jedi who rebelled against the rigid teachings of the Jedi Order to explore the mysteries of the dark side of the Force. The initial conflict between the Jedi factions eventually led to the exile of these fallen Jedi to the fringes of space until they came upon a planet inhabited by a primitive and savage people called the Sith. The evil Jedi descended on the world, conquered the primitives, and declared themselves the Lords of the Sith.
Fallen Jedi Sith Lord (CL 18)
Threats of the Galaxy, page 83.
Medium Jedi 7 / Jedi Knight 4 / Sith apprentice 5 / Sith Lord 2 NPC
Force: 6; Dark Side: 18
Initiative: +17; Senses: Perception +13
Languages: Basic, 3 others
Defenses: Ref 34 (flat-footed 31, Lightsabr Defense 35), Fort 33, Will 35; Block, Deflect
Hit Points: 148; Damage Threshold: 33
Immune: fear
Speed: 6 squares
Melee: lightsaber +21 (2d8+11) or
Melee: lightsaber +19 (3d8+11) with Rapid Strike or
Melee: lightsaber +19 (2d8+11) and
short lightsaber +19 (2d6+11)
Base Attack: +18; Grapple: +21
Attack Options: Acrobatic Strike, Combat Reflexes, Rapid Strike, Running Attack, Wicked Strike
Special Actions: Lightsaber Defense, Power of the Dark Side, Redirect Shot, Shien, temptation
Force Powers (known) (Use the Force +18): battle strike (2), dark rage, Force disarm, Force grip (2), Force slam (2), Force lightning (2), move object, negate energy (2), surge (2)
Force Techniques: Force Point Recovery, Force Power Mastery, Improved Move Light Object, Improved Sense Surroundings
Force Secrets: Multitarget Power
Abilities: Str 15, Dex 117, Con 15, Int 16, Wis 18, Cha 18
Special Qualities: fearless, temptation
Talents: Block, Deflect, Djem So, Elusive Target, Force Deception, Lightsaber Defense, Power of the Dark Side, Redirect Shot, Shien, Wicked Strike
Feats: Acrobatic Strike, Combat Reflexes, Dual Weapon Mastery (I, II), Force Sensitivity, Force Training (3), Rapid Strike, Running Attack, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills: Acrobatics +17, Deception +18, Initiative +17, Jump +16, Use the Force +18
Possessions: lightsaber (self-built), short lightsaber, Sith robes