b'Mechagoblin \n'b'  Family:   Goblin  \n'b'  Huge   construct ,  unaligned  \n'b'  Armor Class  19 (natural armor) \n'b' Hit Points  114 (12d10 + 48) \n'b' Speed  40 ft.\n'b' STATS STR: 22 (+6) DEX:  8 (-1)  CON:  18 (+4)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +9,  Con  +7,  Wis  +6 \n'b' Skills   Perception  +6 \n'b' Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  poison, psychic \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  16 \n'b' Languages  Common,  Goblin  \n'b' Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Flawed Design . When the mechagoblin is reduced below half of its hit point maximum, it begins to break down, venting hot steam from its chassis. Any creature that enters a space within 5 feet of the mechagoblin for the first time on a turn or starts its turn there takes 7 (2d6) fire damage. \n'b'  Vulnerable Components . When the mechagoblin suffers a critical hit, it has disadvantage on all  attack  rolls until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mechagoblin takes the following four  actions  in the following order: one with the  Goblin  Catapult, one with the Destructo-Whisk 9000, one with Spinning Blades, and one with the  Elemental  Capacitor. If it is unable to select a target for any of these  actions , it may skip that action. \n'b'  Goblin Catapult . The mechagoblin targets a space within 60 feet that it can see and launches four goblins that all land within 5 feet of that space. If there is already a creature in any of those spaces, that creature must succeed on a DC 15  Dexterity  saving throw or take 9 (2d8) bludgeoning damage and be knocked  prone . On a success that creature can move 5 feet to an unoccupied space without provoking opportunity attacks. \n'b'  Destructo-Whisk 9000 .  Melee Weapon Attack : +9 to hit, reach 15 ft., one creature.  Hit : 15 (2d8 + 6) bludgeoning damage, and the target must succeed on a DC 15  Strength  saving throw or be trapped in the whisk, becoming  restrained . As an action, a creature  restrained  by the whisk can attempt a  Strength  ( Athletics ) against a DC of 15, freeing itself on a success. Freed creatures drop 10 feet to the ground, taking falling damage as normal. While a creature is  restrained  by the whisk, the mechagoblin can only use this  attack  against that creature, automatically hitting and dealing 15 (2d8 + 6) bludgeoning damage. \n'b'  Spinning Blades .  Melee Weapon Attack : +9 to hit, reach 15 ft., one target.  Hit : 20 (4d6 + 6) slashing damage. \n'b'  Elemental Capacitor .  Ranged Spell Attack : +6 to hit, range 60/120 ft., one creature.  Hit : 13 (3d8) lightning damage, and the target begins glowing. Until the end of the mechagoblin\xe2\x80\x99s next turn,  attack  rolls against the target have advantage, and it can\xe2\x80\x99t benefit from  invisibility  or from being hidden.'