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Phase Zero Dark Trooper

Medium Humanoid, Unaligned


  • Armor Class AC 16
  • Hit Points Hitpoints
  • Speed 30ft WalkingSpeed

STR 15 DEX 16 CON 16 INT 14 WIS 12 CHA 11
Str +2 Dex +3 Con +3 Int +2 Wis +1 Cha +0

  • Saving Throws
  • Skills Acrobatics +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Poison, Necrotic
  • Damage Immunities N/A
  • Condition Immunities N/A
  • Senses 60ft Darkvision, Passive Perception 14
  • Languages Galactic Basic, One Other
  • Challenge CR 3 PB 2

Circuitry: The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.
Jump Pack (Recharge 2): As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

Actions

Multiattack. The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.
Vibro Baton +4 to hit, one target, 5ft, 11 (2d4+3) kinetic damage
Shotgun +5 to hit, (30/120ft), one target,11 (2d4+3) kinetic damage
Blaster Carbine +5 to hit, (60/240ft) one target, 7 (1d6+3) 1d6 energy damage
Blaster Volley (Recharge 5-6). The Phase Zero Dark Trooper a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
Frag Grenade (1/day) The Dark Trooper throws a grenade choosing a point within 40ft, each creature within 10ft must make a DC12 dex, taking 14 2d6 on a failed save or half as much on a successful one.


DT-Series Sentry Droid

Medium Droid, Unaligned


  • Armor Class AC 16 (Armored Plating)
  • Hit Points 80
  • Speed 30ft Walking Speed

STR 15 DEX 16 CON 14 INT 14 WIS 15 CHA 11
Str +2 Dex +3 Con +2 Int +2 Wis +2 Cha 0

  • Saving Throws
  • Skills Perception +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Damage Immunities N/A
  • Condition Immunities Poison, Disease
  • Senses 60ft Darkvision, Passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge CR 4 PB 2

Circuitry The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Sentry Protocol If an DT-Series Sentry Droid is damaged, any DT-Series Sentry Droid within 60 feet makes an Intelligence Check DC 12. On a success the droid (if not already engaged) will activate and move to assist the damaged Droid. This ping can only happen once per DT droid.

Actions

Multiattack. The DT-Series Sentry Droid makes two weapon attacks with its strike or Arm Blaster
Arm Blaster Ranged Weapon Attack +5, 60/240, one target. Hit: 6 (1d6+3) damage.
Strike Melee Weapon Attack, +4 to hit, reach 5ft, one target, hit 8 (1d8+2) damage.
Arm Blaster Volley (Recharge 5-6). The DT-Series Sentry Droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.


DT-2 Jedi Purge Droid

Large Droid, Unaligned


  • Armor Class 17 (Armor Plating)
  • Hit Points 120
  • Speed 25ft Walking

STR 17 DEX 16 CON 18 INT 14 WIS 11 CHA 8
Str +3 Dex +3 Con +4 Int +2 Wis 0 Cha -1

  • Saving Throws
  • Skills Athletics +5, Perception +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic, Energy
  • Damage Immunities N/A
  • Condition Immunities Poison, Disease
  • Senses 60ft Darkvision, Passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge CR 7 PB 3

Circuitry The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Cortosis Duranium Alloy The DT 2 is resistant to Energy Damage.
Maglock Boots The DT 2 has advantage on saves made to resist being moved or knocked prone.

Actions

Multiattack The DT-2 Can make two attacks with its Wrist mounted Energy blade or three with Missile Launcher
Energy Blade Melee Weapon Attack, +5 to hit, one target, 1d6+3 damage
Missile Launcher (Recharge 2) The Purge Trooper fires a micro concussion missile, dealing 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier), taking 1d6 kinetic damage on a failed save
Reactionary Shield When engaged in melee combat, the Purge Trooper can activate a defensive energy shield. This adds a +2 to its AC until the start of its next turn.


Phase One Dark Trooper

Medium Droid, Unaligned


  • Armor Class AC 18 (Armor Plating+ Blast Shield)
  • Hit Points 50
  • Speed 40ft

STR 17 DEX 16 CON 14 INT 14 WIS 11 CHA 8
Str +3 Dex +3 Con +2 Int +2 Wis +0 Cha -1

  • Saving Throws
  • Skills Athletics +5, Perception +4
  • Damage Vulnerabilities Ion*
  • Damage Resistances Necrotic, Poison, Psychic, Energy*, Ion*
  • Damage Immunities Poison, Disease
  • Condition Immunities
  • Senses Darkvision 60ft, Passive Perception 14
  • Languages Binary
  • Challenge CR 4 PB 2

Circuitry The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. This only works when the Phase One is at half health
Phrik Skeleton The Phase One Dark Trooper is made of a phrik alloy skeleton, which gives it resistance to energy and Ion weapons until it is brought to half health, where its ion protection drops.

Actions

Multiattack The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.
Wrist Blade Melee Weapon Attack: +5, 5 feet, one target, 1d8+3 kinetic damage.
Shield Bash +5 to hit, if it does the user must make a DC 15 Strength Saving throw or be knocked prone and deals 1d4 kinetic damage.



Phase Two Dark Trooper

Medium Droid, unaligned


  • Armor Class 17 (Armor Plating)
  • Hit Points 80
  • Speed 30ft

STR 18 DEX 16 CON 15 INT 13 WIS 11 CHA 0
Str +4 Dex +3 Con +2 Int +1 Wis 0 Cha -3

  • Saving Throws
  • Skills Athletics +5, Perception +5
  • Damage Vulnerabilities Ion*
  • Damage Resistances Necrotic, Poison, Psychis, Energy*, Ion*
  • Damage Immunities
  • Condition Immunities Poison, disease
  • Senses 120ft Darkvision, Passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge CR 6 PB 3

Circuitry The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. This only works when the Phase One is at half health
Phrik Alloy Armor The Phase Two Dark Trooper is made of a phrik alloy skeleton, which gives it resistance to energy and Ion weapons until it is brought to half health, where its ion protection drops.

Actions

Multiattack The Phase Two Dark Trooper can take three ranged attacks a round.
Assault Cannon Range (80/320), +5 to hit, 1d10+3 Energy Damage, one target.
Assault Cannon Barrage (Recharge 5-6). The Phase Two Dark Trooper sprays a 20-foot-cube area within normal range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.
Underslung Missile Launcher The Purge Trooper fires a micro concussion missile, dealing 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 15), taking 1d6 kinetic damage on a failed save

Reactions

Energy Shield (5/Day) The Phase Two Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC



Phase Three Darktrooper

Large Droid, Unaligned


  • Armor Class 20
  • Hit Points 170
  • Speed 25ft walking, 25ft flying

STR 18 DEX 16 CON 15 INT 13 WIS 11 CHA 5
Str +4 Dex +3 Con +2 Int +1 Wis 0 Cha -3

  • Saving Throws
  • Skills skills
  • Damage Vulnerabilities Ion*
  • Damage Resistances Necrotic, Poison, Psychic, Energy*, Ion*
  • Damage Immunities
  • Condition Immunities Poison, Disease
  • Senses Senses 120ft Darkvision, Passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge CR 12 PB+4

Circuitry The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. This only works when the Phase One is at half health
Phrik Alloy Armor The Phase Three Dark Trooper is made of a phrik alloy skeleton, which gives it resistance to energy and Ion weapons until it is brought to half health, where its ion protection drops.
Exoskeleton Capable The Phase Three Dark Trooper is designed to not only be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also loses its condition and damage resistances that are not Energy* or Ion* and replaces them with the ones of the individual using it.
Legendary Resistance (3/day) If the Phase Three Dark Trooper fails a save, it can choose to succeed instead.

Actions

Multiattack The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.
Assault Cannon Range (80/320), +5 to hit, 1d10+3 Energy Damage, one target. Assault Cannon Barrage (Recharge 5-6). The Phase Three Dark Trooper sprays a 20-foot-cube area within normal range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.
Strike Melee Weapon Attack, +6 to hit, reach 5ft, one target, hit 8 (1d8+4) damage.
Shoulder Missile Launcher The Dark Trooper fires a micro seeker missile, dealing 1d8 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 15), taking 1d6 kinetic damage on a failed save
Shoulder Missile Barrage (Recharge 5-6)The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 10d6 Kinetic Damage on a failed save or half as much on a successful one.
Frag Grenade (5/day) The Dark Trooper throws a grenade choosing a point within 40ft, each creature within 10ft must make a DC12 dex, taking 14 2d6 on a failed save or half as much on a successful one.

 

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