Magic Resistance. V-1 has advantage on saving throws against spells and other magical effects.
Magic Weapons. V-1 weapon attacks are magical.
Reactive. V-1 can take one reaction on every turn in a combat.
Multiattack. V-1 adds the ability to make an extra action on its turn
Pistol. ranged [rollable](2d8 + 4); this attack does not miss
Shotgun. 10 foot radius explosion [rollable](2d8 + 4);
Nailgun. The second time this is used the damage is doubled, this is then reset, this happens twice until it has a 4 turn cooldown [rollable](1d12 + 2);
Railgun. V-1 can do a piercing ranged attack that can only be used every 4 turns [rollable](4d8 + 4);
Rocketlauncher
Nailgun 2
Shotgun 2
Pistol 2
Grapple. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the v-1 can automatically hit the target with its tail, and the v-1 can't make grapple attacks against other targets. Otherwise V-1 grapples towards them
Teleport. The V-1 slam storage teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Parry 2. V-1 adds 5 to its AC against two ranged or melee attack that would hit it. To do so, the V-1 must see the attacker and be wielding a melee weapon.
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