Enemy Submissions -darthrevan1128

by DarthRevan1128

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DarthRevan1128's Enemy Submissions


All Terrain Personal Transport

Huge Construct


  • Armor Class 17
  • Hit Points 136(1610+48)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (0) 14 (+2) 7 (-2)

  • Saving Throws Str +4, Dex +4, Con +2
  • Damage Immunities poison, necrotic
  • Damage Resistance psychic
  • Damage Vulnerabilites Ion
  • Condition Immunities frightened, poisoned, blinded, charmed, prone, stunned, restrained, petrified
  • Challenge 7 (2900 XP)

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Vulnerable Interior. The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack*. The construct makes three attacks with its repeating blaster cannon or uses its mortar launcher.

Repeating Blaster Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (2d8+3) damage..

Mortar Launcher. The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a succesful one..


All Terrain Defense Pod

Huge Construct


  • Armor Class 18
  • Hit Points 147 (14d12 + 56)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 10 (0) 14 (+2) 7 (-2)

  • Saving Throws Str +8, Con +8
  • Damage Immunities poison, necrotic
  • Damage Resistance psychic
  • Damage Vulnerabilites Ion
  • Condition Immunities frightened, poisoned, blinded, charmed, prone, stunned, restrained, petrified
  • Challenge 9 (5000 XP)

Towering. Creatures of Medium size or smaller can stand in the AT-DPs space..

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Vulnerable Interior. The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Armor Slits. Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

Actions

Medium Repeating Blaster. Ranged Weapon Attack: +7 to hit, range 120/240 ft., one target. Hit: 25 (4d10+3) energy damage.

Stomp. All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.: +0 to hit, reach 5 ft., or range 5 ft., Hit: ) damage.. Frightful Presence. Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours..


Trooper, Sapper

Medium Humanoid


  • Armor Class 15 (Light Battle Armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+) 12 (+1) 16 (+3) 12 (+1) 8 (-1)

  • darkvision 60 ft., passive Perception 10
  • Galactic Basic, one other
  • Challenge 1/2 (100 XP)

Tech-Casting. The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks). The Sapper has 7 tech points and knows the following powers: At will: Ion Blast, Ion Stike, On/Off 1st level: Oil Slick, Overload, Energy Shield

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 1) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.


Trooper, Field Medic

Medium Humanoid


  • Armor Class 15 (Light Battle Armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 8 (-1)

  • darkvision 60 ft., passive Perception 10
  • Galactic Basic, one other
  • Challenge 1/2 (100 XP)

Tech-Casting. The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks). The Field Medic has 7 tech points and knows the following powers: At will: Temporary Boost, Electroshock, Assess the Situation 1st level: Expeditious Retreat, Kolto Pack, Flash

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 1) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.


Defiler

Medium Humanoid


  • Armor Class 18 (Light Battle Armor)
  • Hit Points 198 (30d8+60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+3) 14 (+2) 20 (+5) 10 (0) 14 (+2)

  • darkvision 60 ft., passive Perception 13
  • Galactic Basic, one other
  • Challenge 9 (5,000 XP)

Tech-Casting. The Defiler is a 7th-level tech-caster. Its tech-casting ability is Inteligence (save DC 17, +9 to hit with power attacks). The Sapper has 19 tech points and knows the following powers:

At will: Poison Spray, Combustive Shot, Acid Splash, Jet of Flame, Ion Blast

1st Level: Acid Wing, Energy Shield, Flame Sweep, Homing Rockets

2nd Level: Acid Dart, Magnetic Field, Overheat

3rd Level: Sabotage Charges, Explosion, Debilitating Gas

4th Level: Salvo, Cloaking Screen

Actions

Switch Rifle. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) energy or Lightening damage (Choice of DM).

Stock Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) kinetic damage.

Call to Attack. Up to three allies within 120 feet of this officer that can hear it can each use their reaction to make one weapon attack.

Rally Allies. The officer targets up to three allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed.

REACTIONS

Human Shield. When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

 

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