Genesect (5e Creature)
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Medium construct, chaotic neutral
Silk Spinning. As an action, the genesect can spin a web-like substance from its claw and can shoot this silk out with extreme accuracy. They can use this silk as a rope and anchor, allowing them to climb up buildings or simply pull and jump up to where the silk ends.
Techno Blast. Ranged Weapon Attack: +7 to hit, reach 40/160 ft., one target. Hit: 9 (1d10 + 4) radiant damage. At the Dungeon Master's discretion, the damge type can be changed to fire, lightning, force, or cold damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
The can take 2 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 regains spent legendary actions at the start of its turn.
Flame Charge. Genesect is able to move up to its walking speed while on fire either out of combat or towards a target. If a creature is hit while the genesect is using this ability, the creature takes 10 (1d12 + 4) fire damage and the genesect gets a speed boost of 10 feet until the end of its next turn.
X-Scissor. When an opportunity attack from the genesect is triggered, the genesect can use this ability to attack twice instead of the normal one.
Genesect were revived from a 300-million-year-old fossil, then modified to carry a giant cannon on its back. The type of Drive inserted into the cannon affects the attack type of its Techno Blast. These creatures are almost devoid of morality as they have been experimented on too many times by a group called Team Plasma. An army of genesect could easily overcome most cities, and they are frequently used in this way if such numbers can be found or made.