Large Construct, Neutral
Armor Class 16 Reinforced Plating
Hit Points 90 (12d10 + 24)
Speed 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws DEX +2
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Darkvision Floodlights on the front of the walker allow the rider to see up to 40ft ahead in dark conditions., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Enclosed Cockpit. The AT-ST’s operators are inside an armored cockpit and cannot be targeted directly unless the AT-ST is destroyed or they exit the vehicle.

Walker Stability. The AT-ST has advantage on saving throws to avoid being knocked prone.

Actions

Multiattack. The AT-ST makes two attacks: one with its laser cannon and one with its concussion grenade launcher.

Laser Cannon. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 18 (4d6 + 4) energy damage.

Concussion Grenade Launcher (Recharge 5-6). The AT-ST fires a grenade at a point within 60 feet. Each creature in a 10-foot radius must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.

Description

The AT-ST uses its mobility to keep enemies at a distance, leveraging its Laser Cannon for precision strikes and its Concussion Grenade Launcher to deal with clusters of foes. In close quarters, it uses Stomp to crush adversaries. Its high health and Walker Stability ensure it can remain operational under sustained fire.

This updated version gives the AT-ST a sturdier presence on the battlefield, with slightly increased durability to match its iconic role as a powerful Imperial vehicle.

Habitat: DesertGrasslandHillUrban

Xbatmanbeyondxx

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