Rage Protocol. When the AD Combat Droid detects a non-undead, non-construct creature within 60 feet, it enters a berserk state. While in this state, it gains advantage on melee attack rolls but must use its movement to approach the nearest organic creature. It lasts until all organic creatures within range are dead or disabled.
Thunder Core. Whenever the AD Combat Droid would take thunder damage, it instead regains hit points equal to half the damage that would have been dealt.
Overloaded Circuits (Vulnerable to Lightning). The AD Combat Droid struggles to maintain its internal systems when exposed to high electrical surges. Whenever it takes lightning damage, it must make a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Self-Preservation Protocol. If reduced to below half its maximum hit points, the AD Combat Droid gains +2 to AC until the start of its next turn. This ability can only occur once per combat encounter.
Multiattack. The AD Combat Droid makes two attacks: one with its blaster carbine and one with its dagger.
Blaster Carbine. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 14 (2d8+5) radiant damage.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Thunder Blast (Recharge 4-6). The AD Combat Droid releases a concussive wave of thunderous energy from its core. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw or take 27 (6d8) thunder damage and be pushed 10 feet away from the droid. On a successful save, the creature takes half damage and isn’t pushed.
Return Protocol. When an enemy within 60 feet of the AD Combat Droid makes a ranged attack, it can use its reaction to move up to half its speed toward the enemy without provoking opportunity attacks.
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