Tiny Construct, Unaligned
Armor Class 17 Natural
Hit Points 60 (8d4 + 40)
Speed 40 ft., Climb 40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
20 (+5)
INT
4 (-3)
WIS
5 (-3)
CHA
4 (-3)
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft, Passive Perception 7
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Draconic Infusion. The damage type the turret’s Bite, Breath Bolt, and Breath Weapon deals depends on the dragon breath sac with which it was infused: acid (black or copper) cold (silver or white); fire (brass, gold, or red); lightning (blue or bronze); or poison (green).

Spider Climb. The turret can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) damage (see Draconic Infusion).

 

Breath Bolt. Ranged Spell Attack: +7 to hit, range 120  ft., one target. Hit: 11 (2d10) damage (see Draconic Infusion).


Breath Weapon (1/Day). The turret exhales elemental energy in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) damage (see Draconic Infusion) on a failed save, or half as much damage on a successful one.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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.

Phelegethon

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