Instability. If the Blunderbuss Contingent takes more than 10 damage from a single source, a human animatronic explodes, dealing all creatures within 10 feet of the Blunderbuss Contingent, including the Blunderbuss Contingent, 7 (2d6) lightning damage. This also occurs when the Blunderbuss Contingent reaches 0 hit points, which additionally grants the killer the Safari Token.
Short Range Weapons. The Blunderbuss Contingent’s ranged weapon attacks don’t suffer from disadvantage when attacking a target within 5 feet of them.
Swarm. The Blunderbuss Contingent can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium human. The Blunderbuss Contingent can't regain hit points or gain temporary hit points. Additionally, if the Blunderbuss Contingent is damaged by a spell or effect that creates an area of effect, such as the cone of a dragon's breath weapon, they take double damage.
Multiattack. The Blunderbuss Barrage takes their Blunderbuss Barrage and Blunderbuss Bayonets actions.
Blunderbuss Barrage. Ranged Weapon Attack: +6 to hit, range 30/90 ft., up to 10 different targets, or up to 5 different targets if the Blunderbuss Contingent is at 135 health or lower. Hit: 1 piercing damage. When the Blunderbuss Contingent fires their blunderbuss barrage, the Blunderbuss Contingent and any creatures within 5 feet of their position take 26 (4d12) thunder damage.
Blunderbuss Bayonets. Melee Weapon Attack: +6 to hit, reach 5 ft., up to 10 different targets, or up to 5 different targets if the Blunderbuss Contingent is at 135 health or lower. Hit: 10 (3d6) piercing damage.
Animatronic Fortitude. When an attacker the Blunderbuss Contingent can see hits them with an attack, they can halve the attack's damage against them.
Boss Actions
When the Blunderbuss Contingent fails a saving throw, they can choose to succeed instead. If they do so, they lose access to one boss action of their choice. All boss actions are restored when they finish a long rest.
On initiative count 20 of each round (losing initiative ties), they can activate all of the following boss actions.
Charge!! The Blunderbuss Contingent have rollerskates strapped to their feet, which malfunction if they lose this action. When used, they move up to their speed towards a creature they can see.
More! Mooore!! The Blunderbuss Contingent have big pieces of chalk, which crumble away if they lose this action. When used, the Blunderbuss Contingent sketch a new human animatronic in the dirt, which comes alive and grants them an extra 10 hit points.
Safari Summon. The Blunderbuss Contingent have warhorns, which blow bubbles instead of make noise if they lose this action. When used, they summon one randomly-determined animatronic from the Monster Safari to an empty space within 60 feet of them they can see. It acts on initiative count 10, losing ties.
1d10
RESULTS
- Gobbo
- The Terrifying Tarrasque
- Beholder
- Ogre
- The Evil Flumph
- Yeti
- Pixie
- Bulette
- Merperson
- Earth Elemental
Lair and Lair Actions
Faction Actions
During the fight, the other factions interfere in the following ways on initiative count 10 (losing initiative ties). Roll 1d4.
RESULTS
- A young red dragon pretends to be an animatronic.
- A cephalo pretends to be an animatronic.
- Mimic joins the Astral Echoes faction, attacking her fellow animatronics.
- A random Monster Safari animatronic (see the table on the previous page) is summoned into the fight in the same manner as the Safari Summon boss action.
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