Mending. If the mending spell is cast on the turret, it regains 2d6 hit points.
Temporary. The turret disables if reduced to 0 hit points or after 10 minutes. It can be dismissed early as an action.
Remote Controlled. The turret can be activated as a bonus action if the summoner is within 60 feet of it. As part of the same action, the turret can also be commanded to walk or climb up to 15 feet to an unoccupied space.
Detonate. As an action, the summoner can command the turret to detonate if they are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against the summoner's spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.
Flamethrower. As the summoner's bonus action, the turret exhales fire in an adjacent 15-foot cone that the summoner designates. Each creature in that area must make a Dexterity saving throw against the summoner's spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista. Using a bonus action, the summoner makes a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.
Defender. Using the summoner's bonus action, the turret emits a burst of positive energy that grants itself and each creature of the summoner's choice within 10 feet of it a number of temporary hit points equal to 1d8 + the summoner's Intelligence modifier (minimum of +1).
Description
The turret is a magical object that occupies its space and that has crablike legs.
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