Death Flash. When the bomb drone dies, nonmagical light flashes out from it in a 10-foot radius. Any creature in that area and able to see the bright light must succeed on a DC 12 Constitution saving throw or take 7 (2d6) Radiant damage.
Not of Nature. The turret doesn’t require air, food, drink, or sleep.
Networking. The sight of other constructs on the network share vision with this construct
AZ-B-11-20 Ray. The Turret uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of the turret's next turn.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Searing Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 24 (6d4) radiant damage on a failed save, or half as much damage on a successful one.
4. Force Ballista. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 16 (4d8) force damage.
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