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OOM Command Battle Droid

Medium droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 25 (6d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11(+0) 16(+3) 12(+1) 18(+3) 12(+1) 10(+0)

  • Skills Perception +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities blinded, poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, Galactic Basic
  • Challenge 3 (700 XP)

Traits

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

Innate Tech-casting. The OOM Command Battle Droid can innately cast the following tech powers (tech save DC 14): Enhance Droid (2/Day), Enhance Weapon (1/Day), Mass Repair Droid (1/Day), Temporary Boost

Actions

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

Command Ally. The OOM Command Battle Droid targets one ally within 30 feet of it. If the target can hear the droid, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Reaction

Redirect Attack. When a creature the OOM Command Battle Droid can see targets it with an attack, the droid chooses another droid within 5 feet of it. The two droids swap places, and the chosen droid becomes the target instead.


E4 Baron Droid

Large droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 43 (11d8+33)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13(+1) 16(+3) 16(+3) 11(+0) 18(+4) 10(+0)

  • Skills Perception +8
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities blinded, poison, disease
  • Senses blindsight 120 ft., passive Perception 18
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)

Traits

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

Spotlight. The E4 Baron Droid can radiate light in a 30-foot cone, the droid can toggle the light on or off as a bonus action.

Keen Hearing and Sight. The E4 Baron Droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The Baron droid makes two weapon attacks with its strike or repeating blaster cannons

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

Repeating blaster cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) energy damage.

Repeating blaster cannon Volley (Recharge 6). The baron 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.




Super battle droid rocket trooper

Medium droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 94 (20d8+28)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18(+4) 19(+4) 15(+2) 14(+2) 16(+3) 10(+0)

  • Skills Perception +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Binary, Galactic Basic
  • Challenge 7 (2,900 XP)

Traits

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

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Rocket Trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Actions

Multiattack. The Rocket Trooper makes two weapon attacks with its strike or wrist blasters

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

Triple Wrist Blaster. Ranged Weapon Attack: +7 to hit, Range 60/240 ft., one target. Hit: 11 (2d6+4) energy damage

Blaster Volley. (Recharge 5-6). The Rocket Trooper sprays a 10-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.



Sniper Droideka

Medium droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 40 (6d8+15)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
12(+1) 18(+4) 16(+3) 14(+2) 16(+3) 6(-2)

  • Skills Perception +7
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities blinded, poison, disease
  • Senses blindsight 120 ft., passive Perception 18
  • Languages - Binary, understands Galactic Basic
  • Challenge 7 (2,900 XP)

Traits

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

Blast Shield. As a bonus action while in attack form, the sniper droideka can activate its blast shield. The droideka gains +3 AC when the blast shield is active. The shield has 80 hit points. Whenever the droideka takes damage, other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield with no action required. When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. The shield cannot be activated when in ball form.

Keen Hearing and Sight. The Sniper Droideka has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The droideka makes two weapon attacks

Heavy Blaster Cannon. Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 10 (1d12+4)

Ball Form. As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.




A-series Assassin Droid

Medium droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 65 (10d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14(+2) 16(+3) 14(+2) 16(+3) 16(+3) 14(+2)

  • Skills Athletics +5, Acrobatics +8, Stealth + 5, Insight +7, Perception +7
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Binary, Galactic Basic
  • Challenge 7 (2,900 XP)

Traits

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

Keen Sight and Hearing. The assassin droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Sneak Attack (1/Turn). The assassin droid deals an extra 10 (2d8) damage when it targets with a weapon attack and has advantage on the attack, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Actions

Multiattack. The assassin droid makes two weapon attacks and fires the shoulder cannon, flechette cannon, or uses their wrist flamer, if available.

Hidden blade. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target: Hit 5(1d4+2) kinetic damage.

Blaster Cannon. Ranged Weapon Attack: +6 to hit, Range 40/140 ft., one target. Hit: 12 (1d12+4) energy damage

Flechette Cannon (2/Day). Each creature in a 15-foot cone and 5-foot wide or a long line 45 feet long and 5 feet wide must make a DC 15 Dexterity saving throw. A creature takes 8 (1d10+4) kinetic damage on a failed save, or half as much as on a successful one.

Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-foot wide line must make a DC 15 Dexterity saving throw, taking 8 (2d8+4) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

Shoulder Cannon (2/Day). Each creature in a 10-foot cone or 5-foot wide line must make a DC 15 Dexterity saving throw, taking 6 (1d8+4) energy damage or half as much on a successful one.




Stone Guardian

Large droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 178 (17d10+85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22(+6) 8(-2) 20(+5) 6(-2) 11(+0) 2(-4)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic, Kinetic
  • Condition Immunities poison, disease
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 10 (2,900 XP)

Traits

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

False Appearance. While the Stone Guardian remains motionless, it is indistinguishable from a normal stone statue.

Actions

Multiattack. The Stone Guardian makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target: Hit 19(3d8+6) kinetic damage.

Tactical Advantage. (Recharge 5-6) Until the end of its next turn, the Stone Guardian gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.




A-DSD Advanced Dwarf Spider Droid

Large droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 319 (35d10+140)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16(+3) 15(+2) 19(+4) 10(+0) 18(+4) 10(+0)

  • Skills Perception +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses truesight 120 ft., passive Perception 16
  • Languages Binary, Galactic Basic
  • Challenge 8 (3,900 XP)

Traits

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

Legendary Resistance (3/Day). If the A-DSD Spider Droid fails a saving throw, it can choose to succeed instead.

Spider Climb. The spider droid can climb difficult surface, including upside down on ceilings, without needing to make an ability check.

Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Siege Monster. The spider droid deals double damage to objects and structures.

Actions

Multiattack. The Spider Droid makes two weapon attacks along with it's fire-linked missile launchers, if available.

Claw. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) kinetic damage.

Heavy Blaster Cannon. Ranged Weapon Attack +6 to hit, Range 100/400 ft., one target, Hit: 12 (2d12+4) energy damage.

Fire-linked Missile Launchers (3/Day). The spider droid shoots 4 explosives from its body. Each explosive hits a creature that it can see within 120 feet. Each explosive deals 4 (2d4+4) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

Self-Destruct. When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 16 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

Frightful Presence. Each creature of the droid's choice that is within 120 feet of the droid and aware of it must succeed on a DC 14 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 droid's Frightful Presence for the next 24 hours.

Reactions

Reactive Armor (2/Day). Until the start of it's next turn, the spider droid has a +5 bonus to AC. This includes the triggering attack.




C-B3 Cortosis Battle Droid

Medium droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 112 (23d8+46)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15(+2) 15(+2) 15(+2) 14(+2) 12(+1) 11(+0)

  • Damage Vulnerabilities Ion
  • Damage Resistances Unenhanced energy, Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 6 (2,300 XP)

Traits

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

Cortosis Armor. The Cortosis Battle Droid can reduce damage taken from kinetic, energy, fire & cold attacks by 12 anytime it is damaged

Actions

Multiattack. The Cortosis Battle Droid makes four weapon attacks with its strike or wrist blasters

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

Double Laser Cannon. Ranged Weapon Attack: +7 to hit, Range 60/240 ft., one target. Hit: 11 (2d6+4) energy damage

Blaster Volley. (Recharge 5-6). The Cortosis Battle Droid sprays a 10-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.

Reaction

Parry The Cortosis Battle Droid adds 3 to its AC against one lightweapon attack that would hit it. To do so, the droid must see the attacker and be wielding a lightweapon.




HKB-3 Hunter-Killer Droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 24 (4d8+7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10(+0) 15(+3) 13(+2) 14(+2) 12(+1) 9(-1)

  • Skills Perception +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, Galactic Basic
  • Challenge 1 (200 XP)

Traits

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

Battle Droid Swarm. When an ally of the HKB-3 Hunter-Killer Droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

Actions

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

Rapid-Fire Blaster Rifle. Ranged Weapon Attack: +6 to hit, Range 40/140 ft., one target. Hit: 8 (1d6+4) energy damage




HKB-3 Hunter-Killer Droid (Modified)

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 46 (8d8+7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10(+0) 15(+3) 13(+2) 14(+2) 14(+2) 9(-1)

  • Skills Perception +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)

Traits

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

Battle Droid Swarm. When an ally of the HKB-3 hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack against that creature.

Actions

Multiattack. The HKB-7 Hunter Killer Droid makes two weapon attacks with its strike or blaster arm.

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

Blaster Arm. Ranged Weapon Attack: +6 to hit, Range 60/160 ft., one target. Hit: 8 (2d4+4) energy damage




LR-57 Combat Droid

Large droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 24 (4d8+4)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
12(+1) 15(+3) 13(+2) 10(+0) 12(+1) 9(-1)

  • Skills Perception +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses truesight 120 ft., passive Perception 13
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)

Traits

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

Tunneler. The combat droid can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Sentry Mode. The combat droid can use it's action to conceal itself in the ground out of sight. Creatures must make a Perception check (DC-13) to spot the antennae sticking out of the ground, unless disguised or hidden. Creatures must pass a Stealth check (DC-18) without activating the droids. Any creature entering the same 5 foot radius of the combat droid activates it, the radius increases with each droid concealed in the same area.

Actions

Multiattack. The Combat Droid makes two weapon attacks with its strike or blaster cannons.

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

Blaster Cannons. Ranged Weapon Attack: +5 to hit, Range 60/160 ft., one target. Hit: 10 (2d6+4) energy damage




C-8 saboteur droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 46 (6d10+25)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8(-1) 18(+4) 10(+0) 12(+1) 16(+3) 10(+0)

  • Skills Investigation +4, Perception +4, Stealth +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, Galactic Basic
  • Challenge 4 (1,100 XP)

Traits

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

Nimble. The C-8 can take the Dash or Hide actions as a bonus action on its turn.

Keen Hearing and Sight. The C-8 has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Explosives Expert. When the C-8 installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

Actions

Multiattack. The C-8 makes two weapon attacks with its strike or blaster arm.

Hidden Blade. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target: Hit 5(1d8+4) kinetic damage.

Wrist Blaster. Ranged Weapon Attack: +6 to hit, Range 60/240 ft., one target. Hit: 8 (2d6+4) energy damage

Wrist Blaster Volley (Recharge 6). The C-8 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.




V2-Series Commando Droid

Medium droid, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 125 (15d8+35)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14(+2) 15(+2) 14(+2) 16(+3) 12(+1) 10(+0)

  • Skills Acrobatics +9, Perception +8, Stealth +8, Intimidation +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Binary, Galactic Basic
  • Challenge 11 (7.200 XP)

Traits

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

Mimicry. The V2-Series can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC-15 Wisdom (Insight) check.

Droid Synergy. Once per turn, the V2-Series can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn't incapacitated.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the V2-Series, and it can use its blaster weapons when making opportunity attacks.

Actions

Multiattack. The V2-Series makes three weapon attacks

Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+6) energy damage.

Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.




T4 Turret Droid

Large droid, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 35 (4d8+4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17(+3) 7(-2) 13(+1) 18(+4) 12(+1) 8(-1)

  • Skills Perception +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses truesight 120 ft., passive Perception 15
  • Languages Binary, Galactic Basic
  • Challenge 5 (1,800 XP)

Traits

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

Targeting Systems. The T4 Turret Droid uses its Intelligence modifier for attack, damage, and initiative rolls.

Keen Hearing and Sight. The T4 has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The Turret Droid makes two weapon attacks with its blaster cannons along with Grenade Launchers, if available.

Blaster Cannons. Ranged Weapon Attack: +5 to hit, Range 60/160 ft., one target. Hit: 15 (3d6+4) energy damage.

Grenade Launcher (3/Day). The T4 launches a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Reactions

Reactive Shield (2/Day). Until the start of it's next turn, the T4 Turret Droid has a +5 bonus to AC. This includes the triggering attack.




Colicoid Infiltrator-series droid

Medium droid, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 93 (12d10+15)
  • Speed 30 ft., climbing 30 ft.

STR DEX CON INT WIS CHA
18(+4) 20(+5) 13(+1) 18(+4) 12(+1) 8(-1)

  • Skills Perception +6, Stealth +9, Intimidation +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Binary, Galactic Basic
  • Challenge 7 (2,900 XP)

Traits

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

Spider Climb. The infiltrator droid can climb difficult surface, including upside down on ceilings, without needing to make an ability check.

Keen Hearing and Sight. The infiltrator droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Techcasting. The infiltrator droid is a 4rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +12 to hit with tech powers). It has 18 tech points and knows the following tech powers:

At will: assess the situation, encrypted message, on/off, wire line
1st-level: holographic disguise, smoke cloud, copy, decryption program
2nd-level: infiltrate, mirror image, lock, overheat
3rd-level: fabricate trap, invisibility to cameras, destroy tech

Actions

Multiattack. The infiltrator Droid makes three weapon attacks with its vibroblades or its blaster rifle.

Vibroblades. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target: Hit 10(2d8+4) kinetic damage.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, Range 40/160 ft., one target. Hit: 17 (3d6+4) energy damage.

Reactions

Deflector Shield. The Colicoid Infiltrator-series droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.




Scorpenek Annihilator Droid

Huge droid, unaligned


  • Armor Class 19 (heavy armor plating)
  • Hit Points 297 (25d12+125)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
15(+2) 18(+3) 21(+5) 14(+2) 17(+3) 12(+1)

  • Skills Perception +13,
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, disease, exhaustion
  • Senses darkvision 120 ft., passive Perception 23
  • Languages Binary, Galactic Basic
  • Challenge 18 (20,000 XP)

Traits

Legendary Resistance (3/Day). If the Scorpenek Annihilator Droid fails a saving throw, it can choose to succeed instead.

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

Keen Hearing and Sight. The Scorpenek Annihilator Droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Innate Tech Casting. The Scorpenek Annihilator Droid can innately cast the following tech powers (tech save DC 14): Countermeasures (2/Day), Detect Invisibility, Frequency Scan, Magnetic Field, Overload, Scrambling Barrier (2/Day), Tech Override (1/Day),

Actions

Multiattack. The Annihilator Droid makes four weapon attacks

Rapid Fire Laser Cannons. Ranged Weapon Attack. +8 to hit, 120/240 ft., one target. Hit: 30 (5d10+5) energy damage.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) kinetic damage.

Blaster Volley. (Recharge 5-6). The Scorpenek Annihilator Droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 18 Dexterity saving throw, taking normal weapon damage on a failed save.

Frightful Presence. Each creature of the droid's choice that is within 120 feet of the droid and aware of it must succeed on a DC 16 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 droid's Frightful Presence for the next 24 hours.

Reactions

Deflector Shield. The Scorpenek Annihilator Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

Legendary Actions

The Scorpenek Annihilator Droid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Scorpenek Annihilator Droid regains spent legendary actions at the start of their turn.

Rapid Fire Laser Cannon. The Scorpenek Annihilator Droid makes one Rapid Fire Laser Cannon attack.

Detect. The Scorpenek Annihilator Droid makes a Wisdom (Perception) check.

Rapid Reconstruction (Costs 2 actions). The droid regains 15 hit points.




B3 Ultra Battle Droid

Large droid, unaligned


  • Armor Class 18 (heavy armor plating)
  • Hit Points 275 (25d10+120)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19(+4) 18(+3) 21(+5) 14(+2) 16(+3) 15(+3)

  • Skills Perception +8
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Binary, Galactic Basic
  • Challenge 13 (10,000 XP)

Traits

Legendary Resistance (3/Day). If the B3 Ultra Battle Droid fails a saving throw, it can choose to succeed instead.

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

Density Projector. The B3 Ultra Battle Droid is immune to attacks that invoke forced movement, can't be knocked prone, and their weight is increased by a factor of ten. Though if it takes 20 ion damage in one round, it becomes Restrained for 1 minute. The B3 Ultra Battle Droid must make a DC 20 Strength saving throw at the end of it's turn, ending the effect on itself on a success.

Actions

Multiattack. The B3 Droid makes either Two Rapid Fire Laser Cannon attacks and two strike attacks, OR Two rapid fire laser cannons and a blastervolley if available, else a Plasma Cannon or Wrist Flamer attack. The B3 Ultra Battle Droid may also use a bonus action to use the Brilliant Missile Launcher if available.

Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (2d4+6) kinetic damage.

Rapid Fire Laser Cannons. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 12 (2d8+6) energy damage.

Blaster Volley. (Recharge 5-6). The B3 Ultra Battle Droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 16 Dexterity saving throw, taking normal weapon damage on a failed save.

Plasma Cannon. Each creature in a 30-foot cube must make a DC-14 Dexterity saving throw, taking 18 (2d10+6) energy damage or half as much on a successful one.

Wrist Flamer. Each creature in a 25-foot cone or 10-foot wide line must make a DC 16 Dexterity saving throw, taking 18 (3d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

Brilliant Missile Launcher (3/Day). Ranged Weapon Attack: +16 to hit, range 120 ft., one target. Hit: 34 (4d10+4) kinetic damage, and each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 14 (2d10) kinetic damage on a failed save, or half on a successful save.

Frightful Presence. Each creature of the droid's choice that is within 120 feet of the droid and aware of it must succeed on a DC 16 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 droid's Frightful Presence for the next 24 hours.

Legendary Actions

The B3 Ultra Battle Droid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The B3 Ultra Battle Droid regains spent legendary actions at the start of their turn.

Rapid Fire Laser Cannons. The B3 Ultra Battle Droid makes one Rapid Fire Laser Cannons attack

Strike. The B3 Ultra Battle Droid makes one strike attack

Rapid Reconstruction (Costs 2 actions). The B3 Ultra Battle Droid regains 10 hit points.




EG-5 Jedi Hunter droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 284 (36d8+144)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 21(+5) 18(+4) 18(+4) 16(+3) 12(+1)

  • Skills Acrobatics +14, Stealth +14, Perception +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Binary, Galactic Basic
  • Challenge 15 (13,000 XP)

Traits

Legendary Resistance (3/Day). If the EG-5 Jedi Hunter droid fails a saving throw, it can choose to succeed instead.

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

Deflection. The EG-5 Jedi Hunter droid adds 1d6 to its AC against one attack of its choice until the start of its next turn.

Two Weapon Mastery. The EG-5 Jedi Hunter droid adds it's ability modifier to two-weapon fighting damage. The droid can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

Agile Fighter. When the EG-5 Jedi Hunter droid takes the dodge or disengage action, it can make an attack as a bonus action.

Avoidance. If the EG-5 Jedi Hunter droid is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Surprise Attack (1/Day). If the EG-5 Jedi Hunter droid surprises a creature and hits it with an attack on the Droid's first turn, the attack deals an extra 2d6 damage.

Techcasting. The EG-5 Jedi Hunter droid is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 26 tech points. The EG-5 knows the following tech powers:

At-Will: Electrical Burst, Electroshock, On/Off, Short Circuit, Spectrum Ray
1st Level: Countermeasures, Homing Rockets, Spectrum Bolt
2nd Level: Lock, Magnetic Hold, Overheat, Shocking Ray
3rd Level: Autonomous Servant, Destroy Tech, Vertical Maneuvering
4th Level: Synchronicity, Wire Bind
5th Level: Override Interface

Actions

Multiattack. The EG-5 Jedi Hunter droid makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) energy damage.

Offhand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+5) energy damage.

Frightful Presence. Each creature of the droid's choice that is within 120 feet of the droid and aware of it must succeed on a DC 16 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 droid's Frightful Presence for the next 24 hours.

Reactions

Parry. The EG-5 Jedi Hunter droid adds 4 to their AC against one melee attack that would hit it. To do so, the droid must see the attacker and be wielding a melee weapon.

Legendary Actions

The EG-5 Jedi Hunter droid can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The EG-5 Jedi Hunter droid regains spent legendary actions at the start of their turn.

Moves. The EG-5 Jedi Hunter droid moves up to its speed without provoking attacks of opportunity.

At-will power. The EG-5 Jedi Hunter droid casts a at-will tech power.

Rapid Reconstruction (Costs 2 actions). The EG-5 Jedi Hunter droid regains 10 hit points.

Cast Tech Power (Costs 3 actions). The EG-5 Jedi Hunter droid casts a tech power of 1st-level or higher, expending tech points as normal.




Terror Walker

Huge droid, unaligned


  • Armor Class 18 (heavy armor plating)
  • Hit Points 300 (24d10 + 168)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18(+4) 15(+2) 21(+5) 15(+2) 20(+5) 14(+2)

  • Saving Throws Str +8, Con +10
  • Skills Perception +20, Intimidation +8
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, disease, exhaustion
  • Senses darkvision 120 ft., passive Perception 23
  • Languages Binary
  • Challenge 20 (25,000 XP)

Traits

Legendary Resistance (3/Day). If the Terror Walker fails a saving throw, it can choose to succeed instead.

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

Keen Hearing and Sight. The Terror Walker has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Siege Monster. The Terror Walker deals double damage to objects and structures.

Actions

Multiattack. The Terror Walker makes four weapon attacks

Cutting Laser. Ranged Weapon Attack. +8 to hit, 60/120 ft., one target. Hit: 30 (2d10+6) energy damage.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d8+6) kinetic damage.

Missile Launcher.(3/Day) Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 14 (6d8+6) kinetic damage, and each creature within 5 feet must make a DC 18 Dexterity saving throw, taking 16 (3d10) kinetic damage on a failed save, or half on a successful save.

Combined Laser. (Recharge 5-6). The Terror Walker emits a Combined Laser in a line 100 feet long and 5 feet wide. Each creature within the area must make a DC-18 Dexterity saving throw. On a failed save, a creature takes 17 (5d10+6) energy damage, is pushed 15 feet away. On a success, the creature takes half as much damage and is not pushed.

Frightful Presence. Each creature of the droid's choice that is within 120 feet of the droid and aware of it must succeed on a DC-18 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 droid's Frightful Presence for the next 24 hours.

Reactions

Deflector Shield. The Terror Walker adds 5 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

Legendary Actions

The Terror Walker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Terror Walker regains spent legendary actions at the start of their turn.

Cutting Laser. The Terror Walker makes one Cutting Laser attack.

Detect. The Terror Walker makes a Wisdom (Perception) check.

Rapid Reconstruction (Costs 2 actions). The droid regains 15 hit points.




Seyugi Dervish Apprentice

Medium Humanoid, chaotic dark


  • Armor Class 16
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16(+3) 18(+4) 14(+2) 12(+1) 16(+3) 19(+4)

  • Skills Stealth +6, Intimidation +8, Acrobatics +6, Deception +8 Perception +6
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 5 (1,800)

Cunning Action. On each of The Apprentice's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Dervish deals an extra 13 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Assassinate. The Dervish has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

Reckless. At the start of its turn, the Apprentice can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn

Force Enhanced attacks. The Seyugi Dervish's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Seyugi Dervish Apprentice is a 8th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Seyugi Dervish knows the following force powers:

At-will: sound trick, force disarm, force leap, force push/pull, mind trick
1st level: battle precognition, hex, fear, force mask, wound
2nd level: dark shear, force camouflage, darkness, phase walk
3rd level: dark aura, horror, knight speed

Actions

Multiattack. The Apprentice makes two unarmed strikes along with Flurry of Blows, if available.

Unarmed Strikes. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (3d4+8)

Flurry of Blows (Recharge 6). The Seyugi Dervish Apprentice makes two unarmed strikes as a bonus action when it takes the attack action. If the Apprentice hits a target with an attack from its flurry of blows, it can impose one of the following effects on the target:

The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.

The target must make a DC 14 Strength saving throw. If it fails, the Apprentice can push the target up to 15 feet away from it.

The target can’t take reactions until the end of the Apprentice's next turn.

Reactions

Deflect Missiles. In response to being hit by a ranged weapon attack, the Seyugi Dervish Apprentice deflects the missile. The damage it takes from the attack is reduced by 1d10+14.




Seyugi Dervish Master

Medium Humanoid, chaotic dark


  • Armor Class 18
  • Hit Points 165 (25d8+50)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16(+3) 20(+5) 14(+2) 16(+3) 19(+4) 19(+4)

  • Skills Stealth +11, Intimidation +7, Acrobatics +11, Deception +7 Perception +7
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 8 (3,900)

Avoidance. If the Master is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Cunning Action. On each of The Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Dervish deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Assassinate. The Dervish has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

Sharpshooter Mastery. The Master’s ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn’t impose disadvantage on its ranged weapon attack rolls.

Warcaster. The Master has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an opportunity attack, the Master can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.

Force Enhanced attacks. The Seyugi Dervish's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Seyugi Dervish Apprentice is a 10th level forcecaster it's forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 25 force points). The Seyugi Dervish knows the following force powers:

At-will: force disarm, force push/pull, force leap, force whisper, mind trick, sound trick, spirit blade
1st level: curse, dark side tendrils, hex, fear, force mask, wound
2nd level: animate weapon, battlemind, dark shear, force camouflage, darkness, phase walk
3rd level: dark aura, horror, knight speed, sever force, choke
4th level: force immunity, hysteria, shroud of darkness, improved force camouflage

Actions

Multiattack. The Master makes two weapon attacks along with Flurry of Blows, if available.

Unarmed Strikes. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (3d4+8)

Hidden Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+5) kinetic damage.

Sniper Rifle. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 18 (2d12+5) kinetic damage.

Flurry of Blows (Recharge 5-6). The Seyugi Dervish Master makes two unarmed strikes as a bonus action when it takes the attack action. If the Master hits a target with an attack from its flurry of blows, it can impose one of the following effects on the target:

The target must succeed on a DC 16 Dexterity saving throw or be knocked prone.

The target must make a DC 16 Strength saving throw. If it fails, the Master can push the target up to 15 feet away from it.

The target can’t take reactions until the end of the Master's next turn.

Reactions

Deflect Missiles. In response to being hit by a ranged weapon attack, the Seyugi Dervish Master deflects the missile. The damage it takes from the attack is reduced by 1d10+14.




Technobeast Swarmer

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 22 (4d8+8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13(+1) 15(+3) 13(+1) 3(-4) 4(-3) 6(-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 2 (450 XP)

Traits

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

Undead Fortitude. If damage reduces the technobeast to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the zombie drops to 1 hit point instead.

TechnoBeast Corruption. The TechnoBeast will infect any creature that it attacks. Each time the Technobeast makes an attack, the target must make a Constitution Saving Throw of DC-13. If they succeed they receive regular damage, but on a Failed Save they receive 5 (2d4+2) Necrotic damage. If the creatures are reduced to 0 hit points, they must succeed three death saving throws or they become a TechnoBeast Swarmer. Droids are also affected.

Spider Climb. The Swarmer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The Technobeast makes two clawed attacks

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6+2) slashing damage.




Technobeast Brute

Large undead, neutral evil


  • Armor Class 12
  • Hit Points 86 (11d10+8)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18(+4) 13(+1) 14(+2) 2(-4) 4(-3) 6(-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, exhaustion, disease
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 3 (700 XP)

Traits

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

Undead Fortitude. If damage reduces the technobeast to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the zombie drops to 1 hit point instead.

Spider Climb. The Brute can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Grappling Tendrils. The Brute has up to two tendrils at a time. Each tendril can be attacked (AC 5; 3 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the Brute, which can extrude a replacement tendril on it's next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 13 Strength check against it.

Actions

Multiattack. The Technobeast makes two slam or tentacle attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 16 (1d10+5) kinetic damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 16 (1d10+5) kinetic damage and the target is grappled (Escape DC 13). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Brute can't use the same tentacle on another target.




Technobeast Bulwark

Medium undead, neutral evil


  • Armor Class 15
  • Hit Points 15 (2d8+2)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
10(+0) 11(+0) 16(+3) 8(-1) 9(-1) 6(-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, exhaustion, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 1 (100 XP)

Traits

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

Force Nulify. The Bulwark creates a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Bulwark standing inside it.

Spider Climb. The Bulwark can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The Technobeast makes two slam attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.




Technobeast Mender

Small undead, neutral evil


  • Armor Class 6
  • Hit Points 12 (3d4+4)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
10(+0) 16(+3) 8(-1) 10(+0) 9(-1) 6(-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, exhaustion, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 1/4 (50 XP)

Traits

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

Spider Climb. The Mender can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

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

Helping Hand. As an action, the Mender can restore 2d4+2 hit points to a creature within 5 feet.




Technobeast Grappler

Medium undead, neutral evil


  • Armor Class 16
  • Hit Points 94 (17d10+8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10(+0) 16(+3) 10(+0) 10(+0) 4(-3) 8(-1)

  • Skills Perception +4, Stealth +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, exhaustion, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 4 (1,100 XP)

Traits

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

Grappling Tendrils. The Grappler has up to four tendrils at a time. Each tendril can be attacked (AC 8; 6 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the Grappler, which can extrude a replacement tendril on it's next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 13 Strength check against it.

Spider Climb. The Mender can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The Technobeast makes two Tendril attacks and uses Reel.

Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 12 (1d10+4) kinetic damage and the target is grappled (Escape DC 13). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Grappler can't use the same tentacle on another target.

Reel. The grappler pulls each creature grappled by it up to 25 feet straight toward it.




Technobeast Infector

Tiny undead, neutral evil


  • Armor Class 14
  • Hit Points 6 (1d6)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
10(+0) 19(+4) 10(+0) 3(-4) 4(-3) 6(-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 1 (200 XP)

Traits

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

TechnoBeast Corruption. The TechnoBeast will infect any creature that it attacks. Each time the Technobeast makes an attack, the target must make a Constitution Saving Throw of DC-13. If they succeed they receive regular damage, but on a Failed Save they receive 5 (2d4+2) Necrotic damage. If the creatures are reduced to 0 hit points, they must succeed three death saving throws or they become a TechnoBeast Swarmer. Droids are also affected.

Spider Climb. The Swarmer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Tendril. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) slashing damage.




Technobeast Assassin

Medium undead, neutral evil


  • Armor Class 16
  • Hit Points 43 (6d10+15)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15(+2) 19(+4) 10(+0) 10(+0) 14(+2) 12(+1)

  • Skills Perception +4, Stealth +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 1
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 4 (1,100 XP)

Traits

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

Assassinate. During its first turn, the TechnoBeast has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the TechnoBeast scores against a surprised creature is a critical hit.

Keen Hearing and Sight. The TechnoBeast has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Spider Climb. The Swarmer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sneak Attack (1/Turn) The TechnoBeast deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the roll.

Actions

Multiattack. The Technobeast makes two blade arm attacks

Blade Arm. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage. They can be detached and used as a thrown improvised weapon, after use the TechnoBeast lacks it's Blade Arm until it regrows a new one on it's next turn. The TechnoBeast has two Blade Arms at a time.




Technobeast Berserker

Large undead, neutral evil


  • Armor Class 15
  • Hit Points 114 (13d10+16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20(+5) 15(+2) 20(+5) 5(-3) 14(+2) 12(+1)

  • Damage Vulnerabilities Ion
  • Damage Resistances Nercotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses blindsight 60 ft., passive Perception 10
  • Languages Understands the language it knew in life, but can't speak
  • Challenge 8 (3,900 XP)

Traits

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

Spider Climb. The Swarmer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Siege Monster. The berserker deals double damage to objects and structures.

Trampling Charge. If the berserker moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the berserker can make one claw attack against it as a bonus action.

Grappling Tendrils. The berserker has up to two tendrils at a time. Each tendril can be attacked (AC 7; 8 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the beserker, which can extrude a replacement tendril on it's next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Actions

Multiattack. The Technobeast makes three attacks using several of it's attack options

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) kinetic damage.

Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d6+5) kinetic damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (1d10+5) The target is grappled (Escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Brute can't use the same tentacle on another target.




Mandalorian Trickster

Medium humanoid, chaotic neutral


  • Armor Class 18 (composite armor)
  • Hit Points 180 (24d8+72)
  • Speed 35 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14(+2) 21(+5) 15(+2) 20(+5) 18(+4) 22(+6)

  • Saving Throws Dex +10, Int +10, Cha +12
  • Skills Acrobatics +10, Deception +16, Investigation +10, Perception +10, Sleight of Hand +12, Survival +8, Stealth +12, Technology +10
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 20
  • Languages Galactic Basic and Mando'a
  • Challenge 15 (13,000 XP)

Traits

Aggressive. As a bonus action, the trickster can move up to its speed toward a hostile creature that it can see.

Avoidance. If the trickster is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the trickster has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Cunning Action. The trickster can use a bonus action to take the Dash, Disengage, or Hide action.

Keen Hearing and Sight. The trickster has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Legendary Resistance (3/Day) If the trickster fails a saving throw, they can choose to succeed instead.

Mandalorian Tech. The trickster's weapons deal one extra die of damage and are enhanced.

Tactical Technology. When the trickster casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Ranger's Quarry. The trickter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used.

Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

Personal Teleporter. The trickster can use portable teleporters as a bonus action, instead of an action. One portal appears in a space within 5 feet of the trickster, and the other portal appears in an unoccupied space they can see up to 60 feet away.

Tech-Casting. The trickster is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 20, +12 to hit with tech attacks) and it has 40 tech points. The trickster knows the following tech powers:

At-will: Encrypted Message, Illusory Strike, Jet of Flame, Minor Hologram, Wire Line
1st level: Alarm, Countermeasures, Element of Surprise, Energy Shield, Flash, Hologram, Holographic Disguise, Smoke Cloud, Tranquilizer
2nd level: Detect Invisibility, Detect Traps, Infiltrate, Lesser Mislead, Overheat, Pyrotechnics
3rd level: Explosion, Fabricate Trap, Greater Hologram, Invisibility to Cameras, Instant Translocation, Sabotage Charges
4th level: Cloaking Screen, Illusory Terrain
5th level: Group Hologram, Mislead

Actions

Multiattack. The Mandalorian Trickster makes two weapon attacks and uses either it's Thermal Detonator, Flash Grenade, or Ion Grenade as a bonus action, if available.

Blaster Pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 12 (2d6+5) energy damage.

Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) kinetic damage.

Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d4+6) kinetic damage.

Thermal Detonator (2/Day). The trickster throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Flash Grenade (4/Day). The trickster throws a grenade choosing a point within 35 ft. Each creature within 10 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

Ion Grenade (4/Day). The trickster throws a grenade choosing a point within 35 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

 

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