Ranged Weapon Attack, +6 to hit, range 60 ft., one target. 22 (5d8) lightning damage. On a result of 20 on the attack
roll, the attack arcs to another creature within 10’.
The coil turret is an inanimate weapon that requires an
operator. A shield on the turret provides 3/4 cover for the creature operating it. The coil turret takes a full round to charge between blasts. As such, turret operators tend to stagger their attacks to ensure a constant barrage.
(Can make two melee attacks.)
(Melee Weapon Attack) +4 to hit, reach 5’,
one target. 9 (2d6+2) piercing damage.
The Charged Hobgoblin can, as an action, discharge his built up electrical energy into allied creatures within 10’. This discharge can then jump an additional 10’ to another creature allied to the Charged Hobgoblin. Creatures hostile to the Charged Hobgoblin that are caught within the area through which the electricity arcs take 14 (4d6) lightning damage while creatures used in the Electrical Discharge
take half damage.
The arc generator targets a random area within a 20’ radius around itself. Roll 1d8 to choose a direction for the attack, starting with 1 directly north of the Arc Generator and moving clockwise. Roll 1d4 to determine the distance in 5’
increments from the Arc Generator. Creatures within 5’ of this spot must make a DC 15 Dexterity saving throw taking 4d10 (22) lightning damage on a failure, or half
as much on a success.),
Acts on Initiative count 20.
Magnetic Field The electromagnet affects all metal-bearing creatures within a 15’ radius. PC’s wearing medium armor
(excluding hide) that move into this area must make a DC 15 Strength check when they first enter or start a turn within this area. PC’s wearing heavy armor have disadvantage on this check. Upon a failure, the player is pulled 10’ towards the magnet and their speed is reduced to zero. If the PC is pulled next to a magnet, they are
Multiattack Can make three Shock attacks.
Shock Spear (Melee Weapon Attack, +8 to hit, reach 10’, one target. 15 (3d6+5) lightning damage.
Coronal Discharge (the Lightning Elemental targeting all creatures within a 15’ cone of electrical discharge. Creatures within the cone must make a DC 16 Dexterity save to halve 23 (5d8) lightning damage).
The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 10 (2d10) lightning damage. In addition, the elemental can enter a hostile creature’s
space and stop there. The first time it enters a creature’s space on a turn or at the beginning of any turn the creature starts while within the elemental, that creature takes 5 (1d10) lightning damage and cannot take reactions.
The elemental can, as an action, reach out and
possess a creature within 15’. The target must make a DC 17 Wisdom save or take 3d10 psychic damage and become controlled by the elemental until the end of the creature’s next turn. On a save the damage is halved and the creature is not possessed by the elemental. On a failure, the elemental may command the creature freely on its turn, including forcing the creature to attack its allies. While embodying a creature the elemental grants
advantage to all melee attacks and has disadvantage on saving throws against spells. Creatures affected by this ability suffer one level of exhaustion upon the effect ending. Arc Jumper To move, the elemental sends out electrical tendrils around the room, instantly reappearing in an open space within 30’.