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
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.