Retaliation Homing. The arrakon has advantage on ranged attacks against the last creature to damage it.
Unstable Sphere. When the arrakon is reduced to 0 hit points, its body disintegrates and the sphere of force at its center expands to a 20ft. radius. On the same initiative count the following round it expands to a 30ft. radius, and on the same initiative count the round after that it expands to a 40ft. radius and then vanishes. If the sphere comes into contact with a creature, it collapses around that creature, causing 27 (6d8) force damage, and vanishes. If it comes into contact with two or more creatures at once, it collapses upon one chosen at random.
Multiattack. The arrakon makes three force ray attacks.
Force Ray. Ranged Spell Attack: +6 to hit, range 60ft., one target. Hit: 13 (3d8) force damage, and the target is pushed 10ft.
Leg Slash. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 19 (3d10+3) slashing damage.
Description
The arrakon has five steel legs ending in glossy black blades, spaced evenly around a central bowl which holds a glowing blue sphere of force. It stands about five feet high and, including the legs, is about eight feet in diameter.
The arrakon attacks by firing rays of force from its sphere, but it can also slash with its legs at opponents who close in on it. The magic holding the sphere coherent dissipates upon the arrakon's destruction, allowing it to expand and endanger those nearby.
Arrakons are ancient creations mentioned briefly in only a few crumbing tomes. The small number encountered were guarding remote ruins of near-forgotten civilizations. However, more are being encountered of late, and in greater number. A new aggression has arisen among them as well, since they are invading settlements and attacking the inhabitants there. Perhaps someone has discovered the secret of creating new arrakons and is using them as tools in a scheme, or some event has reactivated those that were in a state of hibernation.