Lightning Absorption. If Confined Lightning is dealt lightning damage, the damage is ignored and converted into healing. Also add 2 charges back to Burn Out.
White Hot. The pure energy trapped within the metal shell is constantly heating the exoskeleton. Any creature that touches Confined Lightning takes 1d4 + 3 fire damage.
Blink of an Eye. Every time Confined Lightning starts it's turn, it makes a dex check and if it beats the passive perception check, the combatants do not see what happens as it is moving too quickly. If the check is failed, attacks of opportunity and features such as sentinel do not activate.
After Image. Any reaction or attack of opportunity brought about by Confined Lightning's movement is rolled at disadvantage if it passes the Blink of an Eye check.
Sonic Step. Anytime Confined Lightning moves (minimum 30 feet) , it can expend twice the amount of movement to move extremely quickly. This does two things: 1. leaves behind a trail of fire that lasts for a round, this fire does 3d8 to anyone within 5ft of it on a failed DC 15 dex save, or half as much on a success. 2. All creatures within 50 ft of any point of the movement must make a DC 17 Con save or be deafened until the end of their next turn.
Burn Out. Confined Lightning has 7 charges. Anytime Confined Lightning uses an action, bonus action, or reaction or the sonic step feature, and remove 1 charge for an action or reaction, and 2 for sonic step. If all charges are expended, Confined Lightning is incapacitated for a round, as it runs out of energy. At the end of the round if it was incapacitated, confined lightning regains all charges. At the end of any round of combat, roll a d6, Confined Lightning regains the number rolled.
Magic Resistance. Advantage on all saving throws against magical effects
Static Shock. Confined Lightning begins combat with the effects of Static Shock active.
Multi Attack. Confined Lightning can choose to make either (2 Sonic Slashes and 1 Sonic Slam), or (2 Cacophony Clap) expend charges from Burn Out according to the attacks.
Sonic Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. (2d8 + 3) [bludgeoning] damage and (1d4) [force] damage. Confined Lightning slams his shoulder into the target at near sonic speed. Target must succeed on a DC 16 Strength save or by pushed back up to 20 ft.
Sonic Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target (1d10 +8) slashing and (2d8) lightning damage. Confined Lightning slashes at an enemy and sends a jolt through its arm.
Cacophony Clap . Ranged Weapon Attack: range 60ft , Confined Lightning claps its arms together creating a sonic boom. Choose any target in range, and any creature within 10ft of that target, as well as the target, must succeed on a DC 21 Con save or take 2d10 +8 thunder damage on a failed save and half as much on a successful save.
Lightning Bolt. Range: 100ft A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from Confined Lightning in a direction you choose. Each creature in the line must make a DC 18 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. Also expend 2 charges from Burn Out.
Recharge. Confined Lightning can spend an action to add 2 charges to Burn Out.
Outsourcing. Range: Self (15 ft. radius) Confined Lightning can expend all remaining charges of Burn Out (minimum 4) and release a blast of lightning from itself. Any creature within a 15 ft radius must succeed on a DC 18 Dex save. A creature takes 6d10 lightning damage on a failed save or half as much on a successful one. Can only be done on Confined Lightning's second turn in a round
Static Shock. Expend 1 charge from Burn Out. Until Confined Lightning's next turn, it's body is coated with static electricity. Any creature that comes within 5 ft. of Confined Lightning takes 1d4 +5 lightning damage.
Cool Down. Confined Lightning converts the heat energy from its outer shell into lightning energy. Regain 1 charge of Burn Out. Confined Lightning loses the effects of Static Shock.
Momentum Counter. When Confined Lightning would be missed by a melee attack, it can instead expend 1 charge from Burn Out and counter the attack. The countered target takes 1d10 + 8 + opposing strength mod slashing damage.
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
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.
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