EDICT: MIGHTY. The following numbers increase by 1 when your proficiency bonus increases by 1: Z.A.P .1's skill and saving throw bonuses and the bonuses to hit and damage of its attack.
DIRECTIVE: EVADE. If Z.A.P .1 is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
EDICT: SPELLCASTING. Z.A.P .1 is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC (8 + PB + INT), +(2 + PB) to hit with spell attacks). The Drone has following artificer spells prepared:
Cantrips (at will): light
1st level (3 slots): shield, jump, cure wounds, detect magic
2nd level (2 slots): vortex warp
DIRECTIVE: REPAIR (3/Day). The magical mechanisms inside Z.A.P .1 restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
DIRECTIVE: CAST. Z.A.P .1 casts a spell from its spell list.
DIRECTIVE: ATTACK. Melee Weapon Attack: (Spell modifier + PB) to hit, reach 5 ft., 1 target. Hit: (1d6 + PB) bludgeoning damage. Z.A.P .1 launches itself at a target.
DIRECTIVE: EMPOWER. When targeted by a spell cast by a friendly creature, Z.A.P .1 can absorb the spell, and then cast it in the same reaction, increasing its damage by another die size. Additionally, the drone is considered the new casting point of the spell.
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