You Got It, Boss! The following numbers increase by 1 when your proficiency bonus increases by 1: the BAM Mark II’s skill and saving throw bonuses (above), and the number of hit points restored by its Repair action (below).
Vigilant. The BAM Mark II can’t be surprised.
BAM Mark II. In combat, the BAM Mark II shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you or an ally can cast Mending to revive it, provided you are within 5 feet of it and you or an ally expends a spell slot of 1st level or higher. The BAM Mark II returns to life after 1 minute with all its hit points restored.
Sick Jump (Int modifier/Long Rest, min 1). Activates the effects of the jump
Repair (2/Long Rest). The magical mechanisms inside the defender restore 2d4 + 2 hit points to itself or to one construct or object within 5 feet of it.
Ding ding! (1/Long Rest). Ringing the bell activates the effects of the shatter
Run 'em down. Can be activated whenever an opponent triggers an Attack of Opportunity. The BAM crashes into them for a Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d6 + 2 force damage. On a hit, the opponent must make a Dexterity saving throw against the owner's spell class DC or be knocked prone.
Description
The BAM Mark II has fat whitewalls tires and a banana seat but can take the form of any medium-sized one or two wheeled vehicle the owner decides. It's stats stay the same.
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