Sapper Goblin
Small humanoid (goblinoid), neutral evil
- Armor Class 13 (Leather Armor)
- Hit Points 21 (6d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)
- Saving Throws Dexterity +4
- Skills Tinker's Tools +4, Stealth +6
- Senses Darkvision 60 ft., Passive Perception 9
- Languages Common, Goblin
- Challenge 1 (200 XP)
Nimble Escape. The goblin can take the disengage or hide actions as a bonus action.
Master Pilot. The goblin can replace any of their actions, bonus actions, or reactions with one of their junker suit's if they are currently piloting one.
Redirect Attack. The goblin can redirect any attack, grapple, shove, or single-target effect that requires a strength, dexterity or consitution saving throw targeted at them to their junker suit if they are currently piloting one.
Evasive Maneuvers. While piloting one, the goblin's junker suit can make a single dexterity saving throw for the both of them when exposed to an effect that allows them to half the damage on a successful save such as a fireball or lightning bolt spell. If their junker suit succeeds on this dexterity saving throw, the goblin piloting it takes no damage, and only half damage on a successful save.Actions
Scimitar. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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Junker Suit
Medium construct, unalligned
- Armor Class 16 (Metal Plating)
- Hit Points 50 (12d6+8)
- Speed 30
STR DEX CON INT WIS CHA 16 (+3 16 (+3) 16 (+3) 0 (-5) 0 (-5) 0 (+5)
- Saving Throws Constitution +6, Strength + 6
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine, thunder.
- Damage Immunities psychic, poison, necrotic
- Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
- Languages understand the languages of its creator but cannot speak
- Challenge 4 (1100 XP)
Magic Resistance. The junker suit has advantage on saving throws against spells and other magical effects.
Nothing Without My Master. The junker suit cannot act or move in any way and fails all saving throws when not being piloted.
Death Burst. When the junker suit is reduced to 0 hit points, and a hostile creature is within 5 feet of it, it releases a cluster of lit Greek fire cannisters. Each creature within 5' of the demon must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage and 14 (4d6) force damage.
Collateral Damage (1/turn). When the junker suit misses with a Reinforced Greek Fire attack and there is at least one other creature within 5' of the original target other than the pilot or suit itself, one randomly determined creature within 5' of the original target becomes the new target. Compare the original attack roll to the new target's AC to determine if the new target is hit.Actions
Multiattack. The junker suit makes two Reinforced Greek Fire attacks.
Reinforced Greek Fire. Ranged Weapon Attack: +5 to hit, 15/45 ft., one target. Hit: 7 (2d6) fire and 7 (2d6) force damage, and each creature within 5 ft. of the target take half as much of each damage type.
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage
Bear Trap. The junker suit places a bear trap on the ground in an an unoccupied 5' space within 10' of the suit. The trap lasts until activated or destroyed. The trap has 10 AC, 20 hit points, and is immune to psychic, necrotic, and poison damage. The junker suit can only have one active bear trap at a time, and can destroy their traps at will (no action required).
A creature that moves into the space occupied by the bear trap must make a DC 15 Dexterity saving throw or have their speed reduced to zero until they use their action to escape (DC 15), taking 14 (4d6) piercing damage on a failed save. A creature takes no damage and does not have their speed reduced on a successful save. A creature cannot have their speed increased in any way while in the trap.
Rip-Tire (Recharges when the goblin sapper creates another over a long rest). The junker suit removes the spiked tire laden with explosives on their back. The suit places this tire on the ground and becomes inactive until the tire is destroyed. The tire can then move up to 60 ft. on the suits turn, moving along the ground, walls or ceilings without spending extra movement or needing to make an ability check. Thetire has an AC of 10, and 25 hit points, and it lasts for 3 turns, until it is reduced to 0 hit points, ot until the suit uses its reaction to detonate it.
When the suit detonates the tire, the tire is immediately destroyed, and each creature within 20' of the tire must make a DC 15 dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) force damage on a failed save, or half as much of each type on a successful save.
When the tire is reduced to 0 hit points or otherwise destroyed, the suit immediately becomes reactivates should it have any hit points remaining.
This monster was inspired and based on u/ItsADNDMonsterNow 's "Blasting Demon" which was inspired by Blizzard's "Junkrat" from Overwatch. It has been tweaked to fit the new Scrapper Junkrat skin from Heroe of the Storm. Original Stat Block Link: https://www.patreon.com/posts/7689265