Small Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 17 (5d6)
Speed 0 ft., Fly 50 ft.
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
Saving Throws DEX +4
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The musket is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the musket must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the musket remains motionless and isn't flying, it is indistinguishable from a normal musket.

Actions

Shoot. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 1) piercing damage. If the musket rolls a natural 1, it misfires and loses its ability to shoot. A creature can use an action while holding the musket to attempt a DC 9 Tinker's Tools check to fix it. If the check is failed, the musket breaks and must be mended outside of combat at a quarter of the cost of the firearm. 

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

A magically animated musket dances through the air, aiming and firing like a trained rifleman that can't be injured. 

Subject194

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