Advanced Sensors. The Zap-Turret has blindvision out to a range of 30 feet (blind beyond this radius).
Capacifluxors. The first attack the Zap-Turret hits does an additional 1d6 lightning damage.
Capacitive Overload. The Zap-Turret can attempt to overload its capacifluxors to do an additional 1d12 lightning damage. On a roll of 6 or lower the Zap-Turret takes damage equal to the extra damage roll.
Multi Attack. The Zap-Turret can make 2 Zap attacks or Static Discharge a target that has been targeted by a Zap attack the previous round.
Zap. Ranged Attack: +5 to hit, range 30 ft., one target. Hit: 12 (1d12+5) lightning damage.
Static Discharge. Hit: 12 (1d12+5) lightning damage.
Alarm Sensor. When a creature enters the 30 ft. radius of the Zap-Turret it can use the Zap Attack action once.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This device looks like a polished silver ball on an oddly shaped pedestal 5 feet above the ground.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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