If the tactical droid fails a saving throw, it can choose to succeed instead.
Super Tactical Droid
Medium droid, unaligned
CreatureScum and Villainy
At a glance
- Armor Class
- 17 (powered battle armor)
- Hit Points
- 105 (14d8+42)
- Speed
- 30 ft.
- Skills
- Athletics +7, Lore +10, Perception +13, Stealth +8
- Damage Vulnerabilities
- ion
- Damage Resistances
- psychic, necrotic, unenhanced kinetic
- Damage Immunities
- poison
- Condition Immunities
- blinded, charmed, deafened, frightened, poisoned, disease, exhaustion
- Senses
- darkvision 60 ft., passive Perception 23
- Languages
- Galactic Basic, Binary
- Challenge
- 15 (13,000 XP)
Ability scores
- Str14+2Strength 14, modifier plus 2
- Dex16+3Dexterity 16, modifier plus 3
- Con17+3Constitution 17, modifier plus 3
- Int21+5Intelligence 21, modifier plus 5
- Wis16+3Wisdom 16, modifier plus 3
- Cha15+2Charisma 15, modifier plus 2
Super tactical droids are advanced tactical droids that had command capabilities during the Clone Wars, acting as generals of the Separatist Droid Army. They would often resort to threats and torture as interrogation routes. These droids were created to analyze a battle, calculate a possible battle-winning solution, and a time frame to carry out their plan. Being programmed with Separatist beliefs, they ruled through fear and through the lack of courage and hope in their victims and specifically "freedom from the tyranny of the republic." Although Super Tactical Droids were not directly involved in combat, they were able to effectively use self-defense and an E-5 blaster rifle. Being programmed for success, they are willing to kill for the advancement of the Confederacy of Independent Systems. Building off their predecessors, the T-series tactical droid, they had a much more robotic inflection to their voices, as well a larger, more imposing and more damage-resistant body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations. Although better than those before them, flaws in their programming were still prevalent. These included the difficulty to see approaches and plans that differ from their own, and the overconfidence in the Confederacy of Independent Systems and its army.
About this creature
Tactical droids are a type of battle droid designed to plan battle strategies. Baktoid Combat Automata manufactured several models of tactical droid, including the T-series tactical droid and a more advanced super tactical droid. Later, L-1 tactical droids would be used during the Galactic Civil War.
Traits
- Legendary Resistance
- Master of the Droid
While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
- Circuitry
The tactical droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
- Tactical Technology
When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
- Techcasting
Techcasting. The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers: At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot 1st-level: homing rockets, expeditious retreat, repair droid 2nd-level: mirror image, charge power cell 3rd-level: explosion, tactical advantage 4th-level: sensor probe, synchronicity 5th-level: mass repair droid, toxic cloud 6th-level: security protocols 7th-level: tactical superiority
Actions
- Multiattack
The tactical droid makes three biopistol attacks.
- Biopistol
Melee Weapon Ateack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage plus 14 (4d6) poison damage.
Legendary actions
- Biopistol
The tactical droid makes a biopistol attack.
- At-Will
The tactical droid casts an at-will tech power.
- Move
The tactical droid moves up to its speed without provoking opportunity attacks.
- Construct Droid
Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.
