Medium Construct (Warforged), Any Chaotic Alignment
AC 20 Blood Absorbing Plating    Initiative +8 (18)
HP 104 (8d8 + 5)
Speed 50 ft., Climb 15 ft., Fly 30 ft.
Mod Save
STR 18 +4 +4
DEX 26 +8 +11
CON 20 +5 +8
Mod Save
INT 12 +1 +1
WIS 10 +0 +0
CHA 12 +1 +1
Skills Acrobatics +12, Animal Handling +12, Perception +4
Immunities Necrotic, Poison, Psychic, Bludgeoning damage from falling; Charmed, Deafened, Frightened, Poisoned
Senses Darkvision 90ft; Passive Perception 12
Languages None
CR 8 (XP 3,900; PB +3)
Traits

Bloodthirst. When V1 deals damage of any type to any creature that could be concidered to have any form of blood, it heals, for half the inflicted damage. This regeneration cannot be canceled by effects from spells like "Cold Touch".

Mobile. V1 exceptionally speedy and agile. It gains the following benefits:

  • V1's speed increases by 20 feet after attacking a creature. It returns to normal at the end of its turn.
  • When V1 uses the dash action, difficult terrain doesn't cost it extra movement on that turn.
  • When V1 makes a melee attack against a creature, it doesn't provoke opportunity attack from that creature for the rest of the turn, whether it hits or not.
  • V1 can take the Dash or Dodge action as a bonus action.

Immutable Form. V1 is immune to any spell or effect that would alter its form.

Magic Resistance. V1 has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. V1 can make up to two Revolver Shots and one Punch attack.

Punch. Melee Weapon Attack: +8 to hit. Hit: (2d8 + 4) Bludgeoning damage.

Revolver Shot. Ranged Weapon Attack: +12 to hit, range 50/280 ft. Hit: (2d10 + 8) Piercing damage.

Charged Shot. Ranged Weapon Attack: +12 to hit, range 80/300 ft. Hit: (3d12 + 8) Force damage. Any creature witin 5ft of the target must make a DC 17 Dex save or take the same damage (half on a save).

Bonus Actions

Parry. If V1 is target of an attack that fails, it can choose to spend its reaction to reflect half the damage it would have been inflicted onto it. 

Reactions

Coin Flip. At the beginning of its turn, V1 can make a coin flip. The effects of the flip only last one turn.

  • 1: V1 has disadvantage on its attacks this turn. If it fails any of them, it will immeietly end its turn and suffer 3d4 force damage.
  • 2: V1 has advantage on its attacks this turn. it deals an extra damage die and it heals the full amount of dmage instead of half.
Legendary Actions

V1 has 3 legendary actions.

Fast charge (costs 1). V1 moves up to a creature that it can see and makes a Punch attack.

Trigger happy (costs 1). V1 may move up to 20 ft in any direction and then make a Revolver Shot at a creature within range.

PinkTheAKManiac

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