Armor Class
13
(natural armor)
Hit Points
30
(2d10 + 12)
Speed
10 ft.
STR
10
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
3
(-4)
WIS
3
(-4)
CHA
1
(-5)
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 30 ft. (blind beyond this radius), Passive Perception 7
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
False Object. If the microwave is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the microwave move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the microwave is animate.
Actions
Slam: +5 to hit. 5 ft Reach. One Target. Hit: 7 (1d6+1) bludgeoning damage.
Shock: The microwave sends a jolt of energy at one creature. The creature must make a DC 13 DEX Saving Throw taking 2d6 lightning damage or half as much on a successful save.
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