Toxtricity (5e Creature)
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Medium elemental, any alignment
Technician. When the toxtricity rolls a 1 or 2 on a damage die, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Thunder Absorption. Whenever the toxtricity is subjected to thunder damage, it takes no damage and instead gains a number of hit points equal to the thunder damage dealt.
Sound Body. The toxtricity has disadvantage on Dexterity (Stealth) checks, but advantage on Wisdom (Perception) checks that rely on hearing.
Overdrive. Ranged Spell Attack: +9 to hit, range 80/320 ft., one target. Hit: 14 (3d4 + 6) lighting damage.
Sludge Bomb. Ranged Spell Attack: +9 to hit, reach 20/60 ft., one target. Hit: 16 (4d4 + 6) poison damage.
Electro-boom (Recharge 5-6). The toxtricity releases a burst of electrified sound in a 30-foot radius circle. Each creature in that area must make a DC 17 Dexterity saving throw, taking 17 (5d6) thunder damage plus 17 (5d6) lighting damage on a failed save, or half as much damage on a successful one.
Stun Shock (1/day). Toxtricity makes an Overdrive attack against up to 10 creatures that it can see. Any creature that it hits must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature takes 5 (2d4) poison damage at the start of each of its turns. If the saving throw fails by 5 or more, the poisoned target is paralyzed for the same duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.