b'Thunder Orb \n'b'  Medium   construct ,  unaligned\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  20 (+5)  INT:  3 (-4)  WIS:  13 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  12  Hit Points  95 (10d8 + 50)  Speed  0 ft., fly 30 ft. (hover)  Skills   Perception  +4  Damage Resistances  cold, fire, piercing and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Damage Immunities  lightning, necrotic, poison, psychic  Condition Immunities   blinded ,  charmed , deafened,  exhaustion ,  frightened ,  petrified ,  poisoned ,  prone , unconscious  Senses   blindsight  60 ft., passive  Perception  14  Languages  understands the languages of its creator but does not speak  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Lightning Absorption . If the thunder orb receives lightning damage, it takes no damage and instead gains  temporary hit points  equal to the damage amount. \n'b'  Actions \n'b'   Lightning .  Ranged Spell Attack : +5 to hit, range 30/90 ft., one target.  Hit : 14 (4d6) lightning damage. \n'b'  Grand Lightning (Recharge 5-6) . Each creature in a line 100 feet long and 5 feet wide originating from the orb must make a DC 12  Dexterity  saving throw. A creature takes 28 (8d6) 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\xe2\x80\x99t being worn or carried. \n'b'  Reactions \n'b'   Free-floating . When struck by a  melee attack , the thunder orb can move half its speed without provoking an opportunity attack. \n'b'  Relentless Defenders . Thunder orbs are magical constructs tasked with guarding vaults, tombs or other important places. It attacks anyone not allowed safe passage by its creator. Made by an arcane spellcaster by binding an elemental spirit into the orb, it will not retreat before superior foes. Indeed, the spirit trapped within knows that should the orb be destroyed, it will be released, free to return to its own plane. \n'b'  Tactics \n'b' Thunder orbs rarely close with their opponents and if the party gangs up on one it will attempt to use its movement and its free-floating  reaction  to move away from the group, using its grand lightning if available. In more elaborate dungeons, two or more thunder orbs will guard an area, programmed so that when one uses its grand lightning, the others are in the line of fire so that they receive  temporary hit points . \n'b' Description \n'b' Hovering a couple feet off the ground, this 4-foot diameter sphere of dark basalt stone crackles with electricity. Its stone surface is carved with arcane runes of confinement which seem to glow from a brighter source within the orb.'