Bronzebolt Defender
Medium Harmonic Construct, Unaligned
- Armor Class 16 (Natural Armor)
- Hit Points 52 (8d8+16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (3) 12 (1) 15 (2) 3 (-4) 10 (0) 1 (-5)
- Damage Vulnerabilities Lightning
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Passive Perception 10
- Languages Understands the language of its creator but is incapable of speech
- Challenge 2 (450 Xp)
- Immutable Form. The Bronzebolt Defender is immune to any spell or effect that would alter its form.
- Unstable Core. If the Bronzebolt Defender takes lightning damage it enters an Unstable state, its glowing core sparks and hisses until the end of its next turn. In this state its slam attack deals an additional 1d4 lightning damage. If it drops to 0 hit points while in this state, the core has a meltdown and explodes, unleashing an electrical blast and destroying the core beyond repair; All creatures within 10 ft. must make a Dexterity saving throw (DC 13). Taking 7 (2d6) lightning damage on a failed save or half as much on a successful one.
- Core Retrieval. If the Bronzebolt Defender is defeated without its core exploding, the core can be safely removed with either an Arcana check or a Tinker's Tools check (DC 14), becoming an Unstable Harmonic Core on a success. If the check fails by 5 or more (9 or below), the core instead immediately explodes, as in the Unstable Core ability.
Actions
Multiattack. The Bronzebolt Defender makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Sparking Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11, 8 (1d8 + 3) bludgeoning damage + 3 (1d4) lightning damage. Only usable in its Unstable state.
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Unstable Harmonic Core
Harmonic Device, Consumable
This glowing core, taken from the inner machinery of a Harmonic Construct, can be used as a bomb. As a bonus action a character can activate and immediately throw this core at a point up to 30 feet away, each creature within 5 ft. of that point must make a Dexterity saving throw (DC 13). Taking 2d6 lightning damage on a failed save or half as much on a successful one. Alternatively, the core can be thrown with careful timing, this requires an action (instead of a bonus action) but imposes disadvantage on the Dexterity save.