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.
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.
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