Clockwork Beetle Bomb (5e Creature)

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Ardalkhayal Campaign Setting
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Clockwork Beetle Bomb[edit]

Tiny construct, unaligned


Armor Class 14 (natural armor)
Hit Points 10 (3d4+3)
Speed 25 ft., fly 25 ft.


STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 14 (+2) 10 (+0) 9 (-1)

Skills Perception +2, Stealth +3
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands Common but can't speak
Challenge 1/2 (100 XP)


Magic Resistance. The beetle bomb has advantage on saving throws against spells and other magical effects.

ACTIONS

Self-Destruct Sequence. The beetle bomb self-destructs. All creatures within a 5-foot radius sphere centered on the beetle bomb must succeed on a DC 13 Dexterity saving throw. On a failure, a creature takes damage equal to the remaining hit points of the beetle bomb. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.


steampunk_bug_by_mirapau-d5lf705.jpg
[1]

This tiny brass beetle is packing a charge of gunpowder set to a timer. When you use your action to deploy one of these, you designate a space within 60 feet of the beetle bomb. The beetle bomb then either flies or runs to that space and explodes upon arrival.


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