S.O.S. If Droid is 10 Hp or below, it lets off a high pitch frequency; attracting any nearby droids to its location. Can only be used once.
Zap Cable. Droid fires electrified cable at target, if hit(Dex save of 12 or below to dodge/Dmg 20 or higher to destroy), target must take 2d6 lightning damage every turn. Target is immobilized until they roll a strength check of 16(or higher) or is freed by another player or npc.
Saw Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d16 + 4) [Slashing] damage. Droid replaces either hand with a saw, shredding through Armor and flesh alike. Negates damage reduction
Anti-Adrenaline Dart . RangedWeapon Attack: +6 to hit(within 20 ft) +3 to hit(within 50 ft), range 20/50 ft., 1 target. Hit: 1 (1d4 + 1) [Poison] damage. High speed projectile which, on hit, pumps a serum into the target. Targets injected with the serum loses all modifiers on str, dex, and con saving throws as well as ability checks centered around those stats.
Full Body Encasement: If in 5ft of a target, this Droid could completely open the front of its body, latching onto the target with metal tendrils before completely latching onto the target and enclosing around them. Targets caught in this is completely disabled, and can only be saved if the droid's remaining Hp are exhausted. If the Target succeeds a dex save of 20 or higher to dodge/or str of 24 or higher to break free, they will avoid being disabled. Can only be used once regardless of it's effectiveness.
Self Repair. Metal tendrils emerge from the Droid's outer shell, repairing damaged parts and recreating destroyed limbs. Restores 3d12 Hp and regenerates any damaged or lost limbs. Only usable three times
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