Medium Humanoid, Lawful Neutral
AC 18 Plastoid Plates    Initiative +0 (10)
HP 13 (4d6)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 10 +0 +0
CON 15 +2 +4
Mod Save
INT 16 +3 +3
WIS 8 −1 −1
CHA 11 +0 +0
Vulnerabilities Cold, Force, Psychic
Resistances Acid, Bludgeoning, Piercing, Slashing
Immunities Thunder; Frightened, Poisoned
Gear Plastoid Armour, DC-15A Blaster Rifle, DC-15A Blaster Carbine, DC-17 Repeater Hand Blaster
Senses Passive Perception 13
Languages Common
CR 2 (XP 450; PB +2)
Traits

Clone Squads: If within 5ft of another Clone Trooper that isn't incapcitated, they gain advantage on attack rolls. If in a group of 9 or more Clone Troopers, they can take disengage and attack actions as bonus actions.

Order 66: The Clone Troopers are programmed to follow orders no matter what.

Specialized Service: Clone Troopers specialize in a certain area:                                           Recon Scout: The Clone Trooper gains +10 movement speed, has a score of 15 in Dexterity and can take the hide, dash and dodge actions as bonus actions.                    Cold Trooper: Has immunity to cold damage, gains advantage on all attack rolls and Dexterity checks and saving throws made in areas with temperatures of 0 degrees or lower and can travel through snow as if it isn't difficult terrain.                                         Engineer: Can take study and utilize actions as bonus actions and can spend an action to try and repair a broken machine with an Intelligence (History) of a DC the DM decides is appropriate.                                                                                                                                   Flametrooper: Gains immunity to fire damage and a flamethrower, allowing them to use the Flamethrower action.                                                                                                                  Gunner: Has an AC of 20 and is able to mount and is able use artillery weapons.             Jetpack Trooper: Has a Dexterity score of 15 and gains a jetpack, granting them a flying speed of 30ft. However, they can double their flying speed for a turn, however they must roll a Dexterity saving throw with advantage (DC 10). If they fail, they crash to the ground prone, take 5d8 bludgeoning damage and have their jetpack damaged, meaning they cannot use it until someone repairs it. They also gain a missile launcher, allowing them to use the Missile Launcher action.                                                                                    Medic: Gains a medicinal kit with 10 uses, allowing you to expend one use take the Heal Ally action. They also don't need to roll to stabilize an ally.                                            Stealth: Has a Dexterity score of 15, +10 movement speed and enhanced hearing. Gains advantage on Dexterity (Stealth) checks, can take Disengage and Hide             actions as bonus actions and gains the ability to use the action Sneak Attack if they have advantage on the attack roll or an ally who isn't incapcitated is within 5ft of the target and the stealth trooper doesn't have disadvantage on the attack roll.

Actions

DC-15A Blaster Rifle: Ranged Weapon Attack: +0 to hit, range 60/80ft, one target. Hit: 12(3d6+3) radiant damage. Attack roll has disadvantage if shot at a target less than 40ft away.

DC-15A Blaster Carbine: Ranged Weapon Attack: +3 to hit, range 40/60ft, two targets. Hit: 12(3d6+3) radiant damage. Attack roll has disadvantage if shot at a target less than 20ft away.

DC-17 Repeater Hand Blaster: Ranged Weapon Attack:  +4 to hit, range 20/40ft, three targets. Hit: 8(2d6+2) radiant damage.

Plastoid Gauntlet: Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 2(1d4) bludgeoning damage and the Clone Trooper can push the target 5ft away.

Flamethrower (Flametrooper): Flame is emitted in a 10-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 15(2d12+3) fire damage on a failed save or half as much on a successful save. Due to needing to reengage the flamethrower after use, the Clone Trooper must spend an action to recharge it before they can use it again.

Missile Launcher (Jetpack Trooper):  (Ammo 6), Ranged Weapon Attacks: +5 to hit, range 60/120ft, 5ft sphere. Hit: 20(4d10) fire damage. Destroys the area it hits with all creatures inside being flung 20 ft in the direction they were from the centre of the sphere.

Heal Ally (Medic): Choose an ally within 5ft of you. They heal 2d6 HP.

Sneak Attack (Stealth): Range 5ft, 4d6 bludgeoning damage.

 

 

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Plastoid Gauntlet: Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 2(1d4) bludgeoning damage and the Clone Trooper can push the target 5ft away.

DC-17 Repeater Hand Blaster: Ranged Weapon Attack:  +0 to hit, range 20/40ft, three targets. Hit: 8(2d6+2) radiant damage.

Flamethrower (Flametrooper): Flame is emitted in a 10-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 15(2d12+3) fire damage on a failed save or half as much on a successful save. Due to needing to reengage the flamethrower after use, the Clone Trooper must spend an action to recharge it before they can use it again.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 Clone Troopers were made by the Kamonians and used in the Clone Wars by the Republic. Based on the DNA of Mandalorian Bounty Hunter Jango Fett, they were genetically enhanced for war and wear plastoid armour made for defense that limits their agility.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DaAweNoob

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