Damn Jetpack: Any time Chakka takes cold damage, takes damage from a melee attack, or if the jetpack is specifically targeted, roll a d6. 1-4: nothing happens, 5: Chakka moves 15 feet in a random direction, 6: the jetpack fails, dropping Chakka to the ground. The jetpack has an AC of 17, and 44 hitpoints.
Multiattack. Chakka makes two attacks with his Arc Hammer or one with the Lava Spewer.
Arc Hammer. Melee Weapon Attack. +7 to hit, reach 5 ft, one target. Hit 11 (1d12+4) bludgeoning damage. The target must make a DC 15 Strength saving throw or be knocked prone.
Lava Spewer. Ranged Weapon Attack. Range 60 ft. Molten lava is sprayed from the weapon, covering a 10 ft square area in lava for 2 rounds. Any characters caught in the area must make a DC 15 Dex Saving Throw or take 10 (2d10) Fire Damage, or half as much on a successful save. For the duration of the effect, the area covered is considered difficult terrain.
Chakka has 3 legendary actions per round. These actions reset at the beginning of his turn.
Quick Exit! Chakka disengages and flies 15 feet in a direction of his choosing.
Get Back! Chakka overclocks his jetpack, dealing 3d6 fire damage to all characters engaged in melee. All characters in the area of effect must make a DC15 Strength Saving Throw or be knocked back 10 feet in addition to the damage effect. This can cause the jetpack to misfire.
Attack Move! Chakka moves 15 feet and can make a single attack with his Arc Hammer or Lava Spewer.
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