Medium Construct, Chaotic Neutral
AC 20 Metal plating    Initiative +10 (20)
HP 100 (15d12 + 3)
Speed 60 ft.
Mod Save
STR 18 +4 +11
DEX 20 +5 +12
CON 18 +4 +11
Mod Save
INT 14 +2 +2
WIS 12 +1 +1
CHA 14 +2 +9
Skills Acrobatics +18
Resistances Cold, Fire, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Force, Necrotic, Psychic, Bludgeoning damage from falling; Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned, Unconscious
Senses Darkvision; Passive Perception 20
Languages Common ; V1 understands but can't speak.
CR 22 (XP 41,000; PB +7)
Traits

Blood is Fuel. If V1 is within 10 ft. of an enemy that has taken damage during V1’s turn, V1 regains 1d12 hitpoints.

Robotic Construction. V1 is resistant to bludgeoning, piercing, slashing, fire, cold, force, thunder and radiant damage and immune to necrotic and psychic damage. V1 is also immune to the following conditions: Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned, and Unconscious.

Hellrazer. V1 does double damage to creatures classified as fiends, demons, devils, or undead.

Suspension. V1 is immune to falling damage when not incapacitated.

Whiplash. When V1 uses its movement speed, it may instead shoot a grappling hook to any location it can see within 100 ft. If the target is a creature medium or smaller, it must succeed on a DC 18 DEX saving throw or be pulled to V1. If the target is a creature large or bigger, V1 is pulled to the creature instead.

Actions

Multiattack. V1 makes any combination of up to three special actions and makes any combination of three basic actions.

Basic Actions:

Revolver (Action): V1 shoots its revolver. Ranged Attack, 250 ft., +10 to hit, 1d6 piercing damage.

Shotgun (Action): V1 shoots its shotgun. Ranged Attack, 10 ft., +10 to hit, 1d8 piercing damage.

Punch (Action): V1 punches an enemy. Melee Attack, 5 ft., +12 to hit, 1d6 bludgeoning damage.

Jump (Action): If on the ground, V1 jumps 35 feet in the air.

Dash (Action): V1 moves 30 feet in any direction.

Special Actions:

Piercer (Action, recharges on a 4-6): V1 shoots three shots with its revolver. Any creatures in three 100 ft lines emanating from V1 take 1d10 piercing damage.

Marksman (Action, recharges on a 4-6): V1 flips four coins into the air and fires its pistol into them. The shot ricochets off the coins and hits four random creatures hostile to V1 within 500 ft. The targets must make a DC 18 DEX saving throw, taking half damage on a success and taking 2d8 piercing damage on a failure.

Sharpshooter (Action, recharges on a 4-6): V1 spins up its revolver, firing three shots at a target(s) within 500 ft. Each shot automatically hits three targets by ricocheting between them, doing 1d6 piercing damage to each.

Core Eject (Action, recharges on a 4-6): V1 charges up its shotgun, firing an explosive orb at a target within 250 ft. Any creature in a 20 ft sphere originating on the target must make a DC 18 DEX saving throw, taking 3d12 force damage on a failure and half damage on a success.

Pump Charge (Action, recharges on a 4-6): V1 pumps its shotgun up to four times and fires it. One pump causes the shotgun to do 1d6 additional damage; two pumps cause it to do 2d6 additional damage; and three pumps cause it to do 3d6 additional damage. Four pumps cause the shotgun to detonate, dealing 3d12 force damage to V1 and 2d12 force damage to every enemy in a 20 ft sphere centered on V1.

Sawed-On (Action, recharges on a 4-6): V1 revs up a chainsaw attached to its shotgun and fires it at a target within 30 ft., parrying it back at two additional targets. Each target takes 1d12 slashing damage.

Electric (Action, recharges on a 6): V1 fires its railcannon. Every creature in a 500 ft line originating at V1 must make a DC 18 DEX saving throw, taking 4d12 lightning damage on a failed save and half damage on a success.

Screwdriver (Action, recharges on a 6): V1 shoots a drill at a target it can see. The target’s movement speed is reduced by half and they take 2d10 piercing damage for the next three turns.

Malicious (Action, recharges on a 6): V1 shoots an explosive round from its railcannon at a location it can see. Each creature in a 30 ft sphere must make a DC 18 DEX saving throw or take 4d12 force damage.

Bonus Actions

Knuckleblaster. As a bonus action, V1 punches with its shotgun fist. Any creature caught in a 10 ft sphere centered on V1 must make a DC (?) DEX saving throw, taking 2d12 damage on a failed save and taking half damage on a success.

Reactions

Feedbacker. As a reaction, V1 parries one successful attack targeting itself, reflecting all damage and effects back at the attacker.za

Description

Mankind is dead.

Blood is fuel.

Hell is full.

Monster Tags: construct

Habitat: Planar (Nine Hells)

AllNowing

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