Flight. The Shank flies 5ft above the ground using its boosters. If its boosters fail, it collapses to the ground, unable to move, but still able to aim its weapon in front of itself.
Languages. The Shank knows any languages its current and previous masters know.
Mounted Weaponry. The Shank's master can mount any weapon of their choice to the Shank, and it will add +1 to its attack roll and damage roll while mounted, plus the modifier the Shank intrinsically has with its strength or dexterity score depending on the weapon.
Booster Charge. Melee Weapon Attack: +2 to hit, reach 5ft., 1 target. Hit: (1d4 + 2) bludgeoning damage.
Shank Slam. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: (1d8 + 2) bludgeoning damage.
Booster Evade. As a Bonus Action, the Shank can ready an dodge, flying in a direction up to 10ft. in a circular radius of itself. Any target who attacks it attacks with disadvantage.
Target Analysis. As a Bonus Action, the Shank can analyze a creature, learning one Resistance, Immunity, Vulnerability, or Sense the creature possesses. It may communicate this to all creatures in a 20ft. radius of itself once, being more easily heard by its current master once it takes this action.
Opportunity Attack.
Description
A shank is a construct made of scrap metal and various electronics components. It has one weapon mounted to its underside, along with two flight boosters on its back and two wings to adjust its flight path. Its body has a disc-like shape, aside from its "eyes," the three of which glow a slight red and protrude from its head, and the fans on its front, both of which adjust its flight path and cool its systems. It belongs to a master, typically its creator, who commands it without resistance from the shank.
Previous Versions
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8/3/2023 4:57:56 PM
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8/3/2023 5:02:58 PM
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