Reverse Conductivity. Any time the conductling is hit with a melee attack that does lighting or thunder damage, roll a 1d4. On a 1, 2 and 3, do 10 lighting/thunder damage to the conductling. On a 4, the conductling takes no damage and the attacker takes (1d10) lighting damage.
Alloy shot. If the conductling is hit with a ranged attack that does lighting or thunder damage, the attack instead targets the nearest metal surface.
Absorb. If the conductling is hit with an attack that does lightning or thunder damage, it can choose to regain its hit points equal to half the damage done. If so the conducting takes no damage and is stunned until its next turn.
Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage, the conductling is now stunned until it takes damage.
Shockwave. RangedWeapon Attack: +10 to hit, range 60 ft sphere., multiple targets. Hit: 8 (1d6 + 4) force damage. Any creature within the sphere must make a constitution saving throw, on a fail they are stunned until their next turn.
Description
The small slow conductlings can be found any where that metal and water meet. a conductling resembles a dark copper sphere, with small stubby legs and arms. They have the ability to deflect electricity and are lazy creatures.
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