Magic Resistance. Bolt has advantage on saving throws against spells and other magical effects.
Protoype. At the start of each of Bolt's turns roll a d6. On a 1 he begins to leak oil and gains one level of exhaustion on the start of each of his turns that he is not immune to.
Shocking Grasp. Melee Weapon Attack: +5 to hit reach 5ft., one target. Gains advantage on targets with metal armor Hit: 4(1d8) lightning damage. Targets hit by this attack cannot take reactions until the start of their next turn. Lightning Flare (Recharges after a short or long rest). Each creature in contact with the ground (other than constucts) within 15 ft of Bolt must make a DC 13 DEX saving throw, taking 14(4d6) lightning damage on a failed save, or half as much damage on a successful one. Overcharge. As a bonus action on each of Bolt's turns he can reach out and touch Blaze if they are within 5 ft. of each other and overcharge him. Being overcharged causes Blaze to deal +1 damage to all damage he outputs, including his passive damage. This effect stacks up to 3 times.
Bolt is a bipedal humanoid-like construct created by Fizzleton Ambrosia from Rune Haven. This top of the line machine named B017 or Bolt creates electricity that runs throughout his body to shock and charge allies and opponents.