Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.
Unusual Nature. The horror doesn’t require air, food, drink, or sleep.
Multiattack. The horror makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks.
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) blunt damage.
Lead shot. Ranged Weapon Attack: +1 to hit, reach 80 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Lightning Jolt. Ranged Spell Attack: +4 to hit, range 25 ft., one target. Hit: 7 (1d10 + 2) lightning damage.
Spelljamming Helm Interface. The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature’s attunement to the helm ends when the horror’s attunement begins. The horror can operate the helm even though it isn’t a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.
If it gets down to 5 or less health it can choose to explode and on a roll of 15+ it will succeed in exploding and anything in 5ft will take 1d6+4 fire damage and all contents the bot was carrying will be destroyed and depending on who owns them they could have any items that fit within its storage unit.
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