Shock Mob Electronaught
Large construct, neutral evil
- Armor Class
- 17 (natural armor)
- Hit Points
- 133 (14d10+56)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 18 (+4) | 8 (-1) | 10 (0) | 5 (-3) |
- Condition Immunities
- blinded, poisoned
- Damage Immunities
- lightning, poison
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common, Goblin
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Nimble Machinery. The electronaught can take the Disengage or Dash action as a bonus action on each of its turns.
Goblin Magnetism. The shock mob electronaught may use a bonus action to push or pull an allied goblinoid within 60 feet of them by 10 feet in a straight line.
Clobber. If the electronaught dashes and moves at least 15 feet toward a target and then hits it with a compressor fists attack on the same turn, the target takes 11 (2d10) additional bludgeoning damage in addition to the damage from the attack, and must make a DC 16 Strength saving throw. On a failure, the enemy is thrown backwards 10 feet in a straight line and is knocked prone.
Piloted. When the electronaught takes fatal damage, it is destroyed, and a goblin scavenger is found in a space the electronaught occupied. The scavenger has the same iniative that the electronaught did.
Actions
Multiattack. The shock mob electronaught makes two melee attacks with its compressor fists.
Compressor Fists. Melee Weapon Attack +8 to hit, reach 5ft., one target. Hit: 10 (1d10+5) bludgeoning damage.
Saturate (Recharge 4-6). The shock mob electronaught may use its action to fill itself with potential energy in the form of electricity. As an action on any subsequent turn, the electronaught may expend their saturated energy to take the Attack action twice. Each attack made in this manner deals an additional 5 (1d10) lightning damage. Expending the energy in this way removes the Saturated condition. While Saturated, the Backlash reaction may be taken, expending the saturated energy.
Reactions
Backlash. While Saturated, if the electronaught takes damage from a melee attack, it may expend its saturated energy in the form of a burst of electricity. A sheet of electricity arcs out in a 15 foot cone in the direction of the attacker, dealing 1d10 lightning damage to all creatures in the area. Any creature damaged by this attack must also make a DC 15 Constitution saving throw or be stunned until the end of their next turn. If the electronaught instead takes damage from a ranged attack, it may expend its saturated energy in the form of a bolt of lightning. The attacker must make a DC 15 Dexterity saving throw or take 4d6 lightning damage, or half as much on a success. Once this reaction is taken, the Saturated condition ends.