Multiattack. The Commando makes two Shocking Blast or Electric Baton attacks or one Flame-Thrower attack
Electric Baton. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: The target takes 6 (1d4+3) bludgeoning damage plus 3 (1d6) lightning damage and must make a DC 10 Constitution saving throw, or become stunned until the end of it's next turn.
Shocking Blast. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: The target takes 12 (2d8+3) lightning damage and must make a DC 10.Constitution saving throw, or become stunned until the end of it's next turn.
Flame-Thrower. Ranged Weapon Attack: The Clockwork Commando shoots fire in a 25-foot line. Each creature in the line must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Jump-pack. The Commando flies up to 25 ft. The Commando falls if it ends it's turn in the air and nothing else is holding it aloft.
Battle Command. As a bonus action, the Commando targets one ally it can see within 30 feet of him. If the target can see or hear the Commando, the target can use its reaction to make one melee attack or to take the Dash, Dodge, Disengage, or Hide action.
Fall Back. When the clockwork commando is hit with an attack, it and any adjacent allies may use their reactions to move up to 10ft, ending their movement farther away from the attacker.
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