Genesect, Variant (5e Creature)
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Medium construct, chaotic neutral
Legendary Resistance (3/day). If Genesect fails a saving throw, it can choose to succeed instead.
Magic Weapons. The genesect's weapon attacks are magical.
Download. When Genesect rolls for initiative, it can give itself one of two benefits: creatures have disadvantage on saving throws against its Zap Cannon and Gunk Shot actions, or it has advantage on attack rolls with its Techno Blast and Iron Head.
Techno Blast. Ranged Spell Attack: +11 to hit, range 100/400 ft., one target. Hit: 50 (10d8 + 5) of one of the following types (Genesect's choice): cold, fire, force, lightning, or radiant.
Iron Head. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 50 (13d6 + 5) bludgeoning damage.
Zap Cannon. Genesect fires blast of lightning 100 feet long and 5 feet. Each creature in the line must make a DC 19 Dexterity saving throw. A creature takes 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
Gunk Shot. Genesect summons a wave of poison in a 20-foot cube in front of it. Each creature of Genesect's choice in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 26 (4d12) poison damage and must succeed on a DC 19 Strength saving throw or fall prone. On a successful save, a creature takes half as much damage but isn't otherwise affected.
The Genesect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Genesect regains spent legendary actions at the start of its turn.
Detect. Genesect makes a Wisdom (Perception) check.
Move. Genesect moves up to half its speed without provoking opportunity attacks.
Quick Attack (Costs 3 Actions). Genesect makes one attack with its Techno Blast or Iron Head, or uses Zap Cannon or Gunk Shot once.