Droideka-3-5

~~~

DESTROYER DROIDEKA

XP 9,600 CR 10

N Medium construct (technological) soldier

Init +8; Senses darkvision 60 ft., low-light vision,

blindsense 60 ft., (RADAR)

darkvision 60 ft.; Perception +19

DEFENSE EAC 23; KAC 25 HP 165

Fort +12; Ref +10; Will +11

Immunities construct immunities

Weaknesses Water, Heat Overloads; vulnerable to Solarian Attacks; Recharge Power dependent

OFFENSE

Speed: Walk 5, Roll 65 ft.

Melee wheel rush +19 (2d10+15 B; critical knockdown)

Ranged repeat blaster +22 (2d10+10 E & F; critical triple damage)

TACTICS

tactics details here e.g. During combat, Morale

STATISTICS

Str +5; Dex +8; Con +3; Int +0; Wis +0; Cha +0

Skills Computers +19, Engineering +19, Intimidate +24

Languages Common

Other abilities unliving

Gear list gear here e.g. Armor, Ammunition

ECOLOGY

ecology details here e.g. Environment, Organisation

Heads up! if there are any required stat block changes below this warning, they will need to be added manually.

Text Armor: If the creature is CR 3–7, add one armor upgrade with an item level equal to or less than the creature’s CR. If it is CR 8+, add two armor upgrades, each with an item level equal to or less than the creature’s CR.

Weapon: Add a ranged weapon of a level no greater than the creature’s CR + 1; this weapon can’t be disarmed. A creature with the combatant array should get a longarm, and a creature with the expert or spellcaster array should get a small arm. Add the creature’s CR to damage dealt with its weapon. The ammunition of such weapons is recovered once per day after the creature rests for 8 hours.

SOLDIER ABILITIES

Resolve points 5

Soldier abilities 1st-, 5th-, and 9th-level style techniques (from selected fighting style); secondary fighting style; 1st-level secondary style technique (from secondary fighting style); two gear boosts; and one special ability.

Soldier gear Heavy armor (item level = CR), advanced melee weapon (item level = CR), longarm (item level = CR + 1) or heavy weapon (item level = CR), and two grenades (item level = CR).

SPECIAL ABILITIES

Frightful Presence (Ex Or Su) The creature's presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It usually has a range of 30 feet. Opponents within the range must succeed at a Will save or be shaken. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature's frightful presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.

Multiattack (Ex) When making a full attack, the creature can make all the listed attacks, instead of two attacks, at the attack bonuses indicated. It can make the attacks in any order. Guidelines Use the appropriate damage column for the creature's array, and impose a -6 penalty on these attacks instead of a -4 penalty.

~~~