Laserbeak (5e Creature)

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Laserbeak

Medium construct (decepticon), lawful evil


Armor Class 15 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 10 ft., fly 50 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 10 (+0)

Saving Throws Dex +5
Skills Perception +4, Stealth +6
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft.; passive Perception 14
Languages Understands Common but can't speak it
Challenge 3 (700 XP)


Keen Sight. Laserbeak has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. Laserbeak doesn’t provoke an opportunity attack when he flies out of an enemy’s reach.

Surprise Attack. If Laserbeak surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Transform. Laserbeak can use a bonus action to transform into a Small cassette or back to his true form. While in cassette form, his movement speed is 0, he cannot take actions or reactions, and he is indistinguishable from an inanimate object.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage.

Laser. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 3) radiant damage.


Laserbeak. Artist unknown, taken from TFWiki

Laserbeak is the cunning spy of the Decepticons. He soars silently through the air on metal wings, recording everything his targets say or do. When he needs to kill, the cannons built into his shoulders can spit deadly rays of light.


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gollark: > A core proposition in economics is that voluntary exchanges benefit both parties. We show that people often deny the mutually beneficial nature of exchange, instead espousing the belief that one or both parties fail to benefit from the exchange. Across 4 studies (and 7 further studies in the Supplementary Materials), participants read about simple exchanges of goods and services, judging whether each party to the transaction was better off or worse off afterwards. These studies revealed that win–win denial is pervasive, with buyers consistently seen as less likely to benefit from transactions than sellers. Several potential psychological mechanisms underlying win–win denial are considered, with the most important influences being mercantilist theories of value (confusing wealth for money) and naïve realism (failing to observe that people do not arbitrarily enter exchanges). We argue that these results have widespread implications for politics and society.
gollark: (linking because I happened to read it recently)
gollark: But look at this: https://psyarxiv.com/efs5y/
gollark: I mean, *maybe* some behaviors make sense at population scale or in some bizarre game-theoretic way?
gollark: No, humans just act irrationally all the time for no good reason.
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