| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 19 | +4 | +14 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 13 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Circuitry
The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy
Once per turn, the commando droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the commando droid that isn’t incapacitated.
Multiattack. The supercommando droid makes two weapon attacks.
Blaster Carbine. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Stealth Field Generator. The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.
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 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.
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