RADAR. Annihilation Droid XRR-3 has blind sight out to a range of 120 feet.
Defensive Position. When initiative is rolled Annihilation Droid XRR-3 dons a defensive stance which reduces it's speed to 0 but gains immunities to certain conditions. Blinded, Grappled, Incapacitated, Paralyzed, Prone, Restrained, Charmed, Frightened.
Static Bombardment. Annihilation Droid XRR-3 doesn't suffer disadvantage using ranged attacks at close range.
Battle Assembly. Annihilation Droid XRR-3 is a machine built for combat, therefore it can be unbuilt. For each successful Thieves Tool's or Smith Tool's check DC 20 made against the armoured plating you can reduce Annihilation Droid XRR-3's AC by 2 to a Minimum of 16. Furthermore for any Tinker's Tool's Check made against Annihilation Droid XRR-3 while in defensive position you can remove 1 condition immunity at random DC 20.
Legendary Resistance (3/Day). If Annihilation Droid XRR-3 fails a saving throw, it can choose to succeed instead.
Muti-attack. Annihilation Droid XRR-3 makes 3 attacks, 2 cannon attacks and 1 gore attack.
Gore. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 19 (2d10 + 8) [piercing] damage.
Cleave (Recharge 5–6). The droid spins it's claw 360 degrees. Each creature within 15 feet of Annihilation Droid XRR-3 must make a DC 21 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and thrown 30 feet back on a failed save, or half as much damage on a successful one and not thrown.
Cannon. RangedWeapon Attack: +14 to hit, range 60/180 ft., 1 target. Hit: 15 (2d8 + 8) [piercing] damage.
Bombardment Mode. Annihilation Droid XRR-3 can use a bonus action to engage bombardment mode, at the start of Annihilation Droids next turn Annihilation Droid can use an action to use Crowd Control. Bombardment Mode finishes at the end of Annilation Droids Crowd Control Action.
Crowd Control (3/day) Must be in Bombardment Mode. Annihilation Droid XRR-3 adopts a defensive stance and lays down an aerial bombardment until the start of its next turn Annihilation Droid can not take further actions or legendary actions until Crowd control is complete. All creatures further than 15 feet away and within 120 feet must make a DC 21 Dexterity saving throw at the start of every turn or take 4d6 fire damage or half as much on a successful save on every turn until the start of Annihilation Droid XRR-3's next turn. Crowd Control can not damage creatures within 15 feet of Annihilation Droid XRR-3 or creatures behind full cover.
The 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 droid regains spent legendary actions at the start of its turn.
Target Lock (Costs 1 Action). Target creature needs to make a DC 21 Dexterity saving throw or they are target locked for 1 minute or until target lock is broken. Target lock can only be maintained on creatures on same plane of existence and on creatures within 120 feet. Target lock is lost on creatures behind full cover, leaving it's range or by use of teleportation or plane shifting spells.
Homing Missiles (Costs 1 Action). Fires 3 missiles at all creatures Target locked by Annihilation Droid XRR-3 each missile deals 1d6+1 fire damage. Target Lock is lost on all creatures hit by homing missiles.
Reposition (Costs 2 Actions). Annihilation Droid XRR-3 comes out of it's Defensive position to move losing immunities to Blinded, Grappled, Incapacitated, Paralyzed, prone, Restrained, Charmed and Frightened. Annihilation Droid XRR-3 has to use a legendary action to reengage defensive position.
Description
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Previous Versions
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7/27/2019 11:46:30 AM
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7/27/2019 1:19:55 PM
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14
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7/27/2019 1:27:18 PM
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12
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7/27/2019 1:37:11 PM
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25
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8/3/2019 7:44:21 PM
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60
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