Medium Construct, Neutral
Armor Class 13 Natural Armor
Hit Points 20 (3d8)
Speed 30 ft., Climb 20 ft.
STR
14 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +5
Skills Athletics +2
Damage Vulnerabilities Acid, Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Bludgeoning from non magical attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Poisoned
Senses Darkvision Up to 100 ft., normal vision. Up to 150 ft., hard to see., Passive Perception 10
Languages All Learns languages nearly instantly.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hive Mind. The BD1's are all connected to central computers and think as one. This allows them to instantly and without spoken word communicate information to other BD1's. 

Aim Bot. Since they are robots BD1's have computers in their brains that give them better accuracy with blasters. +2 on range rolls.

Actions

Communicate. BD1's can send the current location of recently seen characters to all BD1's in area.

Run and Gun. BD1's charge into battle and shoot aimlessly at enemy location. 
Run and Gun: -1 to hit, range 10/100 ft., 3 targets. Hit: 1d6 + 2 Fire Damage.

Charged Shot. BD1's charge their blaster for 1 action and shoot a more powerful and accurate shot.
Charge Shot. +2 to hit, range 30/120 ft., 1 target. Hit: 2d6 + 4 Fire Damage.

Bushwhack. Bd1's smack a close range assailant with the butt of their blasters.
Bushwhack. +1 to hit, reach 1 ft., 1 target. Hit: 1d4 + 2 Blunt Damage.

Plasma Grenade. BD1's throw a plasma grenade that deals explosive damage and stuns electronic items. 
Plasma Grenade. +0 to hit, reach 10/30 ft., 1 target. Hit 1d4 + 3 Electric Damage. 


Bonus Actions

Intimidate. If given the orders for dead or alive the BD1's will always attempt to intimidate the enemy into surrendering without a deadly outcome. 
BD1 can use this on a group of creatures it sees, the targeted creature has to make a Strength Save of 10 or immediately fall prone, if creatures last attempted on will have advantage on next Intimidate check. For every 5 BD1 increase Save DC by +1.

Arrest. If Intimidate is successful then BD1 can use a bonus action to cuff and grapple a creature that failed a save on Intimidate.
The creature arrested can't move arms and still considered prone. Targeted creature can escape arrest by Succeeding a Strength Save of 14, on a failed save targeted creature is still arrested. The creature can reroll each of it's turns.   

Reactions

Fearless. If a grenade lands near a swarm of BD1's one of them will jump on the grenade to make sure no other droid is damaged. 

Targeting. When another BD1 uses Hive Mind BD1's can take a run and gun shot. 

Description

Average sized sand colored droid with long snouts and clunky movement. Most have small slits for eyes but some can have full circles.

Monster Tags: construct

Habitat: CoastalDesertGrasslandHillUrban

TazzDragon

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