Magic Resistance. The mechanoid has advantage on saving throws against spells and other magical effects.
Unusual Nature. The mechanoid doesn't require air, food, drink, or sleep.
Lightning Absorption. Whenever the mechanoid is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Multiattack. The mechanoid makes two ArcBolt attacks. It can replace one attack with a use of Spellcasting.
ArcBolt. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage plus 4 (1d8) force damage. Hit or Miss: The ArcBolt magically returns to the mechanoid after a ranged attack.
Spellcasting. The mechanoid casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, detect magic, invisibility, major image
3/day each: expeditious retreat, hunter's mark, see invisibility
1/day each: locate object, mirror image, pass without trace
Emergency ArcBarrier (Recharge 6). After the mechanoid takes damage, a protective magical force surrounds it. The mechanoid gains 5 temporary hit points. If a creature hits the mechanoid with a melee attack while it has these hit points, that creature takes 5 lightning damage.
Previous Versions
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9/23/2022 5:32:25 AM
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4
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9/23/2022 5:06:56 PM
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4
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9/23/2022 5:33:44 PM
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5
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9/23/2022 6:13:34 PM
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6
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Coming Soon
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