Armor Class 14
Hit Points 45 (6d10 + 12)
Speed 40 ft., Climb 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
5 (-3)
Skills Athletics +5
Damage Resistances Lightning
Senses Passive Perception 15
Languages Understands Trashcant shouts, obeys hand signs
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Cybernetic Core. Buzzbilly is partially mechanical. He does not need to eat or breathe, and gains advantage on saving throws against poison and disease.

Overclocked Horns. When Buzzbilly charges in a straight line for at least 20 feet, his Ram attack deals an extra 2d8 lightning damage and knocks the target prone unless they succeed a DC 14 Strength save.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 3) bludgeoning damage + 4 (1d8) lightning damage.

Kick-Back Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) bludgeoning damage. If target is Medium or smaller, they must make a DC 13 Dex save or be pushed 10 feet.

Voltage Burp (Recharge 5–6). After consuming electrical material (or on recharge), Buzzbilly can emit a 10-ft cone of static discharge. All creatures in the cone must make a DC 13 Constitution saving throw or take 9 (2d8) lightning damage and become stunned until the start of their next turn.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here

Description

"Don’t feed ‘im copper. He gets ideas."
—Scrat Jerrik

Lagforce

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