Twins (5e Creature)
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Huge swarm of huge constructs, chaotic evil
Saving Throws Dexterity, Wisdom
Charge. If either of the Twins move at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.
Conjoined. The Twins cannot move more than 50 feet away from each other in either direction. However, they cannot hit each other with their attacks.
Legendary Resistance (3/Day). If either of the Twins fails a saving throw, it can choose to succeed instead.
Unified. Each of the Twins counts as a separate creature, with its own initiative count, actions, and hit points, but they can only attack 1 creature with melee attacks, must both take the Dodge, Dash, or Disengage action at the same time, and share their legendary actions (see below).
Multiattack. Retinazer makes 2 Death Laser attacks and 1 Slam attack. Spazmatism makes 2 Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (5d6 + 1) bludgeoning damage.
Death Laser (Retinazer only). Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 14 (2d8 + 6) lightning damage.
Cursed Flamethrower (Spazmatism only, Recharge 4-6). Spazmatism spews cursed flames from its pupil in a 40-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw or take 41 (10d6 + 6) fire damage plus 26 (8d6) necrotic damage, or half as much on a successful one. This attack is unaffected by water.
The Twins 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. If one of the Twins uses a legendary action, the other cannot on that same opportunity to use one. The Twins regain spent legendary actions at the start of the turn of whichever eye's initiative is higher.
Attack (Retinazer). Retinazer makes 2 Death Laser attacks.
Attack (Spazmatism). Spazmatism makes 1 Slam attack.
Detect. The Twins make 1 Wisdom (perception) check together.
Move. The Twins both move up to half their speed in the same direction.
The diabolically dilated duo known as the Twins make up one end of the Mechanical Boss trinity, among Skeletron Prime and the Destoyer. The Twins are a pair of giant floating eyeballs tethered together by a thin, fleshy tendril, much longer than the other ones that squirm on the eyes' backsides. The two are designed in the image of the Eye of Cthulhu, and look almost identical to it, if for a few differences. One eyeball is known as Retinazer, and it is identified by its orangish-red iris; the other, Spazmatism, has a green iris. Despite the Twins' flesh-and-blood(shot) appearance, stripping away their outer red and white layers will reveal their true form, constructed, like the other Mechanical Bosses, of hallowed metal, which gleams a pale silver, leaving only the tendrils. Retinazer sports a proboscis-esque cannon bursting out of its pupil in this form, and Spazmatism's pupil is altogether replaced by a gaping, sharp-toothed mouth. In either form, the former is capable of rapid-firing Death Lasers, and the latter can spew deadly cursed flames, which glow bright neon green and aren't extinguished by water. Like the other Mechanical Bosses, the Twins were created by the Mechanic under the orders of the Lunatic Cult to replace the broken or missing parts of Cthulhu's body, in this case, two of his torn-out eyes. With no socket to call home, Retinazer and Spazmatism cause mayhem whenever they are called by a special electronic signal. An magical, eyeball-shaped beacon to produce this signal can be forged from metal, lenses plucked from eyeballs, and trapped fey souls. If summoned, the two robotic eyes will work together to blast and bludgeon the foe away. It is said that whenever the Twins approach, one can sense that the coming night will be a terrible night indeed...