Charge. If the Arcane Wrecker moves at least 10ft in a straight line it shoves past all foes. Any creature within 5ft are knocked prone unless they succeed on a Dexterity saving throw (DC 13) and take 1d10 bludgeoning damage, and half as much on a success.
Discharge. If the Arcane Wrecker moves a collective 40ft it builds up a static charge and as an action can discharge it as a melee attack (+6 to hit) dealing 1d10 bludgeoning damage and 2d6 lightning damage.
Arcane Attunement. The Arcane Wrecker has a natural affinity for locating and identifying magical objects, and gains advantage on Arcana and Investigation Checks regarding magical objects.
Spellcasting. The Arcane Wrecker can cast the Light and Message cantrips at will.
Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 bludgeoning damage.
Rapid Recharge. As a bonus action the Arcane Wrecker can repair itself healing for 1d10. Once this feature has been used it cannot be used until it has completed a short rest.
Quick look. The Arcane Wrecker can make a perception check as a bonus action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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