Immutable Form. The bashabadrone is immune to any spell or effect that would alter its form.
Magic Resistance. The bashabadrone has advantage on saving throws against spells and other magical effects.
Summoning. The bashabadrone can as an action summon creatures to its aid. These creatures are not real, and they appear as colorful apparitions. They will have all the physicality of their true counterparts, such as HP, abilities, and all the other related stats. The exact creatures summoned are determined by two dice rolls; the first to determine what kind of creature is summoned, and the second to determine how many are summoned. The die used to determine the amount of summoned creatures depends on the type of creature. The bashabadrone cannot dismiss the summoned creatures until it is outside of combat.
The first roll will be a 1d6, the second die will determine amount summoned.
- Troglodyte; 1d12
- Myconid Adult; 1d10
- Ghoul; 1d8
- Quaggoth; 1d4
- Hook Horror; 1d2
- Chuul; 1 (no need to roll)
Blessed Summoner. If there is a single summoned creature still alive, the bashabadrone receives no damage. As soon as the last summoned creature is destroyed, the bashabadrone is immediately open to attack.
Concentration. The golem cannot take any other action while using it's Summoning ability.
Multiattack: The bashabadrone can make two attacks: a Fire Breath or Lighting Strike, and then Summoning.
Fire Breath (Recharge 5–6). The bashabadrone exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Lightning Strike. The bashabadrone shoots a wave of lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Description
The Beshabadrone is a creation wholly unique and created by the technologically inclined race of goblins named Tinkertins. While they have the natural ability to create automatons of great ability, the Tinkertins desired to create a great machine. They wanted to build a weapon their evil goddess Beshaba would be proud of. So, they prayed to her for guidance, and she answered them.
The Tinkertins were plagued by images of the Shadowlands. They could see the spirits of many horrible beings come after them, and sometimes their dreams would become reality. On these rare occasions, the Tinkertins killed such creatures, and they threw the bodies in a great brass boiler. When the last of these such beasts were thrown in, the boiler glowed with an ethereal glow.
After much observation and construction, the Tinkertins were able to harness the power of their possessed furnace. With some unique stone slabs purchased from nefarious sources, they made a great machine of powerful devastation. In honor of their goddess, they named it after her. They now prepare for the day when they get to observe their new creation in the field.
The Beshabadrone is still partially the boiler from which it was created. It is made of brass walls, pipes, and fasteners. It also has the black slabs of stone behind it, which powers the machine with lost spirits of monsters. When the Bashabadrone is activated, it generates ghostly servants to do its bidding. These phantoms have no willpower and do whatever is in their power to protect the machine. Until the spirist are dispelled, the Beshabadrone glows eerily green and cannot be damaged.
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