CR 1/4
B1 battle droid
Medium construct, unaligned
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Armor class 14 (natural armor)
Hit points 8
Speed 30ft
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Str 10 (+0) dex 14 (+2) con 10 (+0) int 8 (-1) wis 10 (+0) chr 12 (+1)
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Damage immunities psychic, poison, Necrotic
Damage vulnerability Lightning
Condition immunities poisoned
Language- common,
Challenge ¼
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Weak as one deadly as a group
If the B1 is within 5ft of a friendly battle droid, it gain a +1 to it’s attack roll per friendly battle droid (to a max of +3)
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E-5 blaster rifle range weapon attack +4 to hit, range 100/120ft., one target. 1d8+2 fire damage
Jawa
Small Humanoid, chaotic neutral
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Armor class 12 (robes of the jawa)
Hit points 10
Speed 25ft
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Str 8(-1) dex 12 (+1) con 10 (+0) int 14 (+2) wis 12 (+1) chr 14 (+2)
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Skills Perception +3 Survival +3 Persuasion +4 Sleight of Hand +3
Damage resistance fire, poison
Language- Jawaese, Jawa Trade Talk. understands common
Senses passive perception 13 Darkvison 60ft
Challenge ¼
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mask of the jawa
While wearing the mask of the jawa, the jawa has advantage on checks and saves against being blinded
Robes of the jawa
When the jawa takes fire damage while wearing the rods of the jawa, it takes 1d4 less fire damage
Salesman of the desert
Jawas have advantage on all chr checks when negotiating price
strong immune system
the jawas strong immune system gives them advantage on saves against being poisoned
Smell of the jawa
While in combat When a creature starts their turn within 5ft of the jawa, that creature must make a dc 10 con save or take 1d4 poison damage. Creatures unable to smell pass the save.
The odor is harmless to jawas
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Multiattack
The jawa can make two attacks with its Jawa ion rifle or tool club. Or the jawa can make one stun blast attack
Tool club. melee weapon attack: +1 to hit, reach 5ft., one target. Hit 1d4-1 Bludgeoning damage.
Jawa ion rifle. range weapon attack +3 to hit, range 25/40ft., one target. 1d4+1 Lightning damage
Stun blast. range weapon attack +3 to hit, range 25/40ft., one target. 1d4+1 Lightning damage
On a hit the target must make a dc 10 con save or be stunned until the end of their next turn, if the target is a Construct they have disadvantage on the save and they become paralyzed for 1d4 turns if they fail, a paralyzed Creature reroll the save at the end of there turn
CR 1
B2 super battle droid
Medium construct, unaligned
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Armor class 18 (natural armor)
Hit points 20
Speed 30ft
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Str 16 (+3) dex 14 (+2) con 14 (+2) int 10 (+0) wis 10 (+0) chr 8 (-1)
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Damage resistance fire
Damage vulnerability Lightning
Damage immunity poison Necrosis Psychic
Condition immunities poisoned
Language- common,
Challenge 1
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Repeating blast
Once per turn When the B2 super battle droid makes an attack with its twin blaster cannon, it can roll a 1d4, the super battle droid makes a number of attacks with twin blaster cannon equal to the Result of the d4
If the B2 super battle droid is equipped with two twin blaster cannons instead of a wrist rocket launcher they get a +2 to the 1d4
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Twin blaster cannon range weapon attack +4 to hit, range 100ft., one target. 1d4+2 fire damage.
Slam male weapon attack +5 to hit, range 5ft., one target. 1d12+3 Bludgeoning damage.
Wrist Rocket launcher
As an action the B2 super battle droid can launch a rocket out 200ft, all creatures within 20ft of where the rocket lands must make a dc 12 dex save or take 4d6 fire damage. Half as much on a pass.
A B2 super battle droid can only use the wrist rocket launcher 3 times a day
CR 3
BX commando droid
Medium construct, unaligned
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Armor class 16 (natural armor)
Hit points 30
Speed 35ft
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Str 10 (+0) dex 18 (+4) con 14 (+2) int 14 (+2) wis 14 (+2) chr 12 (+1)
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Skills acrobatics +8 athletics +2 perception +4 deception +5
Damage immunity poison Necrosis Psychic
Condition immunities poisoned Exhaustion
Language- common,
Challenge 3
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Head shot
A creature can choose to aim for the head of the commando droid. Due to the small head of the commando is, it has an AC of 18. When the head is hit by an attack the bx takes damage has if it was vulnerable to that damage type, as long as it is not immune to the damage
Weapon training
The BX commando droid is programmed on how to use all ranged and melee weapons
Voice mimicry
The BX commando droid can mimic any voice it has heard at least once. While the commando droid is mimicking a voice it has advantage on dissection checks made to pass it self off has that person, as long as the droid body isn’t visible
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Vibrosword melee weapon attack: +6 to hit, reach 5ft., one target. Hit 1d8+4 slashing damage.
E-5 blaster rifle range weapon attack +6 to hit, range 100/120ft., one target. 1d8+4 fire damage
Blaster sniper rifle range weapon attack +6 to hit, range 200/300ft., one target. 1d12+4 fire damage
Bonus action
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Reload
The BX commando droid can use its bonus action to reload a weapon it is proficient with
Reaction
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Flip around danger
When The BX commando droid is about to take damage from an attack or as the result of a saving throw that it can see, it can use its reaction to make a Acrobatics check vs the attack roll or the dc of the save.
If the acrobatic check is equal to or higher then the attack roll or save dc the commando droid takes half damage and moves 5ft without provoking opportunity of attack.
CR 5
Droideka
Medium construct, unaligned
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Armor class 18 (natural armor)
Hit points 45
Speed 15ft 50ft rolling
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Str 14 (+2) dex 16 (+3) con 16 (+3) int 10 (+0) wis 12 (+1) chr 6) (-2)
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Skills athletics +5 perception +4
Damage vulnerability Lightning
Damage immunity poison Necrosis Psychic
Condition immunities poisoned, frightened
Language- common,
Challenge 5
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When the droideka is using its walking speed or is not moving, the droid will activate its deflector shields, this shield of energy has 30 hp and an 12 ac. While the shield is up whenever the droideka takes damage the shield will take the damage 1st. If the droideka’s shield is reduced to 0hp the droideka takes any remaining damage from the attack. The shield regains all hp at the start of the droideka’s turn.
If the droideka walks in a non-moving trap while the shield is up, only the droideka takes damage.
A creature making an attack within 5ft of the droideka and targets the droideka, the creature can choose to make the attack with disadvantage. An attack made in this way will go through the shield
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Multiattack. the droiddeka can make two attacks with it’s twin blaster cannons
twin blaster cannon. range weapon attack +6 to hit, range 80ft., one target. 1d10+4 fire damage
DSD1 Dwarf Spider droid
Medium construct, unaligned
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Armor class 16 (natural armor)
Hit points 40
Speed 30ft 30ft climb
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Str 14 (+2) dex 18 (+4) con 16 (+3) int 10 (+0) wis 16 (+3) chr 6 (-2)
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Skill Perception +6 Intimidation +4
Damage resistance fire
Damage immunity poison Necrosis Psychic
Condition immunities blinded frightened poisoned
Senses blindsight 60ft
Language- common (understand)
Challenge 5
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Burrowing Spider
The DSD1 Dwarf Spider droid can use 10ft of movement to burrow up to 5ft into sand or dirt hiding under the ground. The DSD1 Dwarf Spider droid must use 5ft of movement to get out of the ground. The 1st attack made by the DSD1 Dwarf Spider droid after popping out of the ground is made with advantage if the target is unaware of the DSD1 Dwarf Spider droid
Self-destruct
When the DSD1 Dwarf Spider droid is reduced to 0 hp by a damage type other than lightning, the DSD1 will self-destruct. All creatures within 5ft of the DSD1 Dwarf Spider droid must make a dc 15 dex save or take 3d8 fire damage
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Multiattack
The DSD1 Dwarf Spider droid makes two rapid-fire blast or one high power blast
Rapid-fire blast. range weapon attack +7 to hit, range 150ft., one target. 1d10+4 fire damage
High power blast. range weapon attack +7 to hit, range 150ft., one target. 2d8+4 fire damage
Hit or miss all creatures within 5ft of the target must make a dc 15 dex save or take 1d10 fire damage.
If the target is of large size or large they alone must make the save with disadvantage, on a failed save the target takes 2d10 fire damage instead of one