| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 1 | −5 | −5 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 1 | −5 | −5 |
| CHA | 1 | −5 | −5 |
Multiattack. The turret makes two Arcane Pulse Blasts or one Arcane Overload if it is recharged.
🔹 Arcane Pulse Blast (Ranged Spell Attack)
+8 to hit, range 120 ft., one target.
Hit: 21 (6d6) force damage.
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If the target is concentrating on a spell, they make the concentration save with disadvantage.
🔹 Suppressive Bolt (Reaction)
When a creature within 120 feet casts a spell, the turret may attempt to disrupt it.
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The target must succeed on a DC 16 Constitution saving throw or the spell fails and the slot is lost.
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Once used, this feature recharges on a roll of 5–6 at the start of its next turn.
🔹 Arcane Overload (Recharge 5–6)
The turret unleashes a 60-foot cone of unstable arcane energy. Each creature in the area must make a DC 16 Dexterity saving throw.
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On a failed save: 36 (8d8) force damage and knocked prone.
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On a successful save: Half damage and not knocked prone.
Description
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