Conductor. When the Copper Turnkey takes lightning, the damage is reduced to 0 and the energy is redirected. All creatures within a 10ft radius must make a Dexterity saving throw (DC15). On a failed save, each creature takes 2d12 lightning damage (12) and half as much on a successful save.
Arcane Radar. The Copper Turnkey must make a Perception (WIS) check at the start of every turn or else it attacks with disadvantage.
Paralysis Gas. Target creature within 5ft of the Copper Turnkey must succeed on a Constitution saving throw (DC 12) or be paralyzed for 1 minute. Paralyzed creature may repeat saving throw at the end of each turn ending the effect on a success.
Slam Attack. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 12 (2d8 + 4) bludgeoning damage.
Chain Fist. RangedWeapon Attack: +6 to hit, range 20/40 ft. Hit: 12 (2d8 + 4) bludgeoning damage.
The Copper Turnkey has 3 Legendary Actions that replenish at the beginning of each turn.
Recharge. The Fixit Bug that remains with the Copper Turnkey makes repairs healing for 10 (2d8 +2).
Taze. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 12 (2d10 + 2) lightning damage.
Roll Attack (Costs 2 Actions). The Copper Turnkey forms itself into a large ball and rolls up to 25ft. All creatures in its path makes a DC 14 (DEX) saving throw taking 12 (2d8 + 4) bludgeoning damage on a failed save or half as much on a success.
Description
Standing over 8 ft. tall the Copper Turnkey was created to be the most efficient prison guard in existence. It was given a trial run in which it malfunctioned and became a danger to all. Since then it has been locked away in the cell block that it had its trial. Powered by an amazing arcane core the Copper Turnkey destroys all creatures it detects within its vicinity.
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