Rolly Turrit

Heliana's Guide to Monster Hunting - Part One p. 481

Size
Tiny
Type
construct
Alignment
unaligned
AC
15 (natural armor)
Hit Points
44 (8d4+24)
Speed
walk 35 ft.
Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
7
Challenge
2
Lineage
Turrit
STR
8
−1
DEX
16
+3
CON
17
+3
INT
1
−5
WIS
4
−3
CHA
1
−5

Traits

Proficiency Bonus

+2

Backfire

Whenever the turret is critically hit, it backfires. Each creature within 10 feet of the turret (including the turret) must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) piercing damage as shards of metal shoot outwards. The turret automatically fails this saving throw.

Spikey Charge

If the turret moves at least 15 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Wheels

The turret can't navigate over ledges greater than 6 inches in height. If it tries to, it tumbles and is knocked prone.

Actions

Multiattack

The rolly turrit makes two attacks.

Chomp

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Cannonette

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Other data

description