Bob-omb (5e Creature)

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Bob-omb[edit]

Small construct, lawful neutral


Armor Class 15 (natural armor)
Hit Points 13 (2d6 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 12 (+1) 9 (-1) 9 (-1)

Saving Throws Con +5
Skills Intimidation +1
Proficiency Bonus +2
Damage Resistances poison
Senses passive Perception 9
Languages Common
Challenge 1/2 (100 XP)


Constructed Resilience. The bob-omb is immune to disease and has advantage on saving throws against being poisoned.

ACTIONS

Bonk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Ignite. The bob-omb ignites its fuse. While ignited, the bob-omb can take the Explode action, but not on the turn it ignites.

Explode. The bob-omb detonates, destroying it and creating an explosion in a 15-foot radius centered on it. Each creature in that radius must make a DC 13 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. This explosion does double damage to objects and structures. If the bob-omb has ignited for 30 seconds, it takes this action automatically at the start of its turn. If the bob-omb takes fire damage while ignited, it immediately explodes as if it had taken this action.


Bob-ombs are unique machines resembling bombs with their metallic casing and fuse. However, the clockwork parts they are composed of are so intricate they resemble life on a spiritual level. They reside primarily in large, fortified structures, and attack by igniting their fuses and exploding. The basic models are destroyed upon exploding, though more advanced custom models can regenerate afterward. As a result, most bob-ombs live short lives, hoping in that one moment that they really "make an impact".

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