Hyper Charge (2/Day). The Warcrusher has two Hyper Charges, and each of those allows it to repeat an action. Both Hyper Charges cannot be used in the same turn.
Superior Critical. The Warcrusher can score a critical hit starting from an 18 on the dice.
Stable Structure. The Warcrusher has advantage aganist Strength saving throw to avoid falling prone or being forced to move.
Magic Weapons. The Warcrusher's weapons are magical.
Multiattack. The Warcrusher makes two attacks with the "Arm Blade" or four attacks with the "Rotary Barrels Rifle".
Arm Blade. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Rotary Barrels Rifle. Ranged Weapon Attack: +5 to hit, range 150/500 ft., one target. Hit: 5 (1d10) piercing damage.
Self Repair Device (1/Day). The Warcrusher has a self repair device that can be used by the Warcrusher to recover 12 (1d10+7) hit points.
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