Freedom Of the Jailor Monsters

by Virtuegm55

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KX Security Droid (Reles)

Medium Droid, Unaligned


  • Armor Class: 15 (Armor Plating)
  • Hit Points: 35
  • Speed: 25ft

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 13 (+1) 15 (+2) 7 (-2)

  • Skills: Athletics +7, Perception +4, Intimidate +2
  • Damage Vulnerabilities: Ion
  • Damage Resistances: Necrotic, Poison, Psychic
  • Condition Immunities: Poisoned, Diseased
  • Senses: Darkvision 60 ft., Passive Perception 14
  • Languages: Galactic Basic, Binary
  • Challenge: 2 (450)

Circuitry: The KX has disadvantage on saving throws against effects that would deal Ion or Lightning damage.

Relentless Fortitude: If damage reduces the KX to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Ion or Lightning. On a success, the KX drops to 1 hit point instead.

Actions

Multiattack: The KX can make two Strikes

Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6+5) Kinetic damage. and (1d4) Lightning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or gain the Shocked condition.


DSD1 DWARF SPIDER DROID (Reles)

Large Droid, Unaligned


  • Armor Class: 16
  • Hit Points: 45
  • Speed: 40 ft., Climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

  • Skills: Perception +6 Stealth +7
  • Damage Vulnerabilities: Ion
  • Damage Resistances: Necrotic, Poison, Psychic
  • Condition Immunities: Poison, Disease
  • Senses: Blindsight 120 ft., Passive Perception 16
  • Languages Binary, Galactic Basic
  • Challenge Challenge and Xp

Shadow Stealth Field: While in dim light or darkness, the spider droid can take the Hide action as a bonus action.

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

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

Actions

Multiattack: The Spider Droid can make 2 blaster cannon attacks or 2 claw attacks or 1 claw and 1 blaster cannon attack or 1 blaster cannon attack and 1 burst attack or 1 claw attack and 1 burst attack.

Blaster Cannon: Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d12+3) energy damage.

Claw: Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Burst: The spider 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 9 (1d12+3) energy damage on a failed save, or half as much on a successful one.

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 13 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one.


Crab Droid

Huge droid, unaligned


  • Armor Class: 17 (19)
  • Hit Points: 125
  • Speed 30ft

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 13 (=1) 15 (+2) 7 (-2)

  • Saving Throws: Dex +7, Wis +5
  • Skills: Perception +5
  • Damage Vulnerabilities: Ion
  • Damage Resistances: Necrotic, Poison, Psychic
  • Condition Immunities: Poison, Disease
  • Senses: Darkvision 60 ft., Passive Perception 15
  • Languages Binary, Galactic Basic
  • Challenge 8 (3900)

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

Deflector Shield: As a bonus action the Crab Droid can activate its deflector shield. The Crab gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the crab takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the crab takes any remaining damage. The crab can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the crab's turn.

Freedom of Movement: The Crab Droid ignores difficult terrain, natural effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from non-enhanced restraints or being grappled.

Actions

Multiattack. The Crab makes 2 Claws and 2 Twin Blaster Cannons or 2 Claw and one Twin Blaster Cannon Burst.

Claws: Melee Weapon Attack: +10, 10ft Reach, one target. Hit: 15 (2d8 + 7) Kinetic damage. If the target is a Huge or smaller creature, it is grappled (Escape DC 18). Until this grapple ends, the target is restrained, and the Crab can't use this claw on another target. The Crab has two Claws.

Heavy Twin Blaster Cannons: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (2d10+4) energy damage.

Heavy Twin Blaster Cannon Burst: (Recharge 4-6). The Crab sprays a 10-foot cube area within range. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (4d10+4) energy damage on a failed save, or half as much on a successful one.