Freedom of Movement. V2 ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Multiattack. V2 makes two revolver attacks and one shotgun attack. It can make a fist attack in place of its shotgun attack.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from V2 and knocked prone.
Revolver. RangedWeapon Attack: +15 to hit, range 30/60 ft., 1 target. Hit: 35 (5d8 + 10) piercing damage.
Shotgun. RangedWeapon Attack: +15 to hit, range 10/30 ft., 1 target. Hit: 63 (12d5 + 15) piercing damage.
Dodge. V2 may use a reaction to add half of its Dexterity modifier to its AC against a ranged attack that would hit it. To do so, V2 must see the attacker.
V2 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. V2 regains spent legendary actions at the start of its turn.
Coin Toss. V2 tosses 1d4 coins into the air on an unocupied space up to 20 feet away. The coins stay in the air until the end of V2s next turn. When a creature makes a ranged attack while within 30 feet of a coin, it can choose to ricochet the attack from the coin. If it does, it gets a -5 penalty to the attack roll and a +15 damage bonus per coin. If the atack hits, it also counts as a critical hit.
Core Eject (Costs 2 Actions). V2 ejects the core from it's shotgun, creating an explosion centered on a point within 40 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC20 Dexterity saving throw. A target takes 8d6 fire damage and is knocked prone on a failed save, or half as much damage and doesn't get knocked prone on a successful one.
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