The Jedi Killer, Mayonnaise Droid

by ArtificialDragon

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The Jedi Killer, Mayonnaise Droid

Small droid, chaotic neutral


  • Armor Class 19 (armor plating)
  • Hit Points 130 (20d6+60)
  • Speed 25 ft., flying 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 16 (+3) 22 (+6) 20 (+5) 16 (+3)

  • Saving Throws Wis +5
  • Skills Perception +10, Technology +10, Piloting +10, Mechanic's Kit +10
  • Damage Vulnerabilities ion
  • Damage Resistances kinetic, necrotic, poison, psychic
  • Condition Immunities poisoned, disease, frightened
  • Senses darkvision 60 ft., passive Perception 20
  • Languages Binary, understands Basic
  • Challenge 17 (18,000 XP)

Circuitry. The Mayonnaise Droid has disadvantage on saving throws against effects that deal ion or lightning damage.

Keen Hearing and Sight. The Mayonnaise Droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Rocket Pack. Activating or deactivating the rocket pack requires a bonus action and, while active, the Mayonnaise Droid has a flying speed of 40 feet. The rocket pack lasts for a maximum of 10 minutes.

Legendary Resistance (3/day). When the Mayonnaise Droid fails a saving throw, it can choose to succeed instead.

Force Resistance. The Mayonnaise Droid has advantage on saving throws against force powers.

Relentless (1/day). If the Mayonnaise Droid takes 38 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Mayonnaise. The Mayonnaise Droid utilizes a thick creamy sauce that is commonly used in sandwiches and other food, but is oddly effective against force-users and is the droid's main weapon. The Mayonnaise does the following affects regardless of the attack type: each creature that fails the Dexterity Saving Throw must make a DC-10 (DC-20 against Force-users) Constitution saving throw, on a failed save the creature has ingested Mayonnaise and will have disadvantage on attack rolls for 24 hours or on a successful save they do not ingest the Mayonnaise and nothing happens. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Mayonnaise is flammable. Any 5 foot square of the mayonnaise exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Mayonnaise Jar. The body has enough mayo to last 2 minutes in combat until depleted. The body can be attacked (AC: 18; 60 hit points; immunity to force powers). If the body is successfully cracked, then the Mayonnaise Droid can no longer use its Mayo based weaponry until it's body is repaired. Though the 30 feet area around the Droid will be difficult terrain until cleared by hand and is flammable.

Tech Casting. The Mayonnaise Droid is a 14th level tech caster (tech save DC 18, +8 to hit with power attacks, 38 tech points). The Mayonnaise Droid knows the following powers.

At-will: dismantle, jet of flame, mending, mobile lights, on/off, short circuit, wire line
1st-level: alarm, countermeasures, energy shield, homing rockets, repair droid, smoke cloud, target lock
2nd-level: detect invisibility, lock, magnetic field, overheat, translocate
3rd-level: diminish tech, tech override
4th-level: cloaking screen, salvo
5th-level: override interface, shutdown
6th-level: scrambling barrier
7th-level: cage

Actions

Multiattack. The Mayo Droid can make two weapon attacks

Mayonnaise Spray. The Droid fires a stream of Mayonnaise in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in Mayonnaise for a minute or until a creature uses its action to scrape or wash the Mayonnaise off itself or another creature. A creature covered in the Mayonnaise takes 2d4 acid damage at start of each of its turns.

Mayonnaise Grenade. The Droid throws a grenade, at a point within 40 ft. Each creature within 60 feet must make a DC 16 Dexterity saving throw. A creature takes 2d4 acid damage on a failed save, or half as much damage on a successful one.

Mayonnaise shot. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 6 (4d6+4) acid damage.

Electroshock. Melee Tech Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage and the target is shocked. This attack has advantage if the target is made of metal or wearing armor made of metal.

Reactions

Instant Translocate (3/Day). The Mayonnaise Droid as a reaction they have a +5 bonus to their AC against the triggering attack. As part of the same action, the droid can teleport to an unoccupied space within 30 feet and can make one weapon attack against the attacker.

Legendary Actions

The Mayonnaise Droid can take 3 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mayonnaise Droid regains spent legendary actions at the start of its turn.

Attack. The Mayonnaise Droid makes one attack.

Move. The Mayonnaise Droid can move up to their speed without provoking opportunity attacks.

Rapid Reconstruction (Costs 2 actions). The Mayonnaise Droid regains 15 hit points to itself or it's Mayonnaise Jar.

Cast Tech-Power (Costs 3 actions). The Mayonnaise Droid casts a tech power of 1st level or higher, expending tech points as normal.

 

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