Medium Construct, Chaotic Evil
AC 16    Initiative +4 (14)
HP 96 (15d8 + 30)
Speed 30 ft.
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
Skills Perception +4, Stealth +7
Senses Darkvision 60 ft.; Passive Perception 12
Languages Binary, Galactic Basic
CR 5 (XP 1,800; PB +3)
Traits

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.

Actions

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.

Legendary Actions

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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

Damage Resistances Necrotic, Poison, Psychic
Condition Immunities poison, disease
Maaah

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