Stealth Boy. the assault forge can take the hide action in combat, and whenever it does take the hide action it becomes invisible, making the Assault Forge 10 harder to detect.
Lunge. the Assault Forged moves 10ft, if this is enough to get in melee range of a target, the Assault Forge then automatically uses its claw attack twice, both attacks gain advantage
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 5) Magical Piercing damage.
Assault Forge Laser (Recharge 5). Ranged Weapon Attack: the Assault Forge shoots out a Laser, 60ft long, 5ft wide. targets in the laser must make a DC 18 Con save or take full damage. those who fail the save take 6d6 Radiant Damage. this laser persists for the entire round, anyone who stays in the laser for one turn must make the save again. when it returns to the assault forge's turn the laser dissipates and now the recharge timer starts counting.
Movement. The Assault Forge can use its reaction to face another target, note this only is really useful when the Assault Forge laser is currently being used.
Description
Deadly, especially for the unprepared, the Assault Forge is among the most fearsome robotic enemies in the game. While their usual unarmed attacks are already a challenge for some, the real danger from these enemies comes from their charged laser weapons. The laser cannon that doubles as its head can usually disintegrate victims on contact. Making matters worse, dodging the weapon can prove difficult since the size of the laser engulfs anything in front of it. Luckily the charge up for this weapon is long and given away by a large emission of light coming off the Assault Forge's face, along with a constant charging sound.
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