Doomwheel (5e Creature)

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Doomwheel[edit]

Large construct (skaven), unaligned


Armor Class 16 (natural armor)
Hit Points 120 (16d10 + 32)
Speed 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages
Challenge 7 (2,900 XP)


War Machine. The doomwheel requires a skaven mounted in it to take action. Creatures mounted in the doomwheel have +3 AC.

Whirling Doom. The doomwheel can move through other creatures' spaces. Each creature that the doomwheel moves through must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

ACTIONS

Warp Lightning Thrower. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 20 (4d8 + 2) lightning damage.


Few devices sum up the blend of science and sorcery, the sheer inhuman ingenuity of the skaven, than the infernal war machine known as the doomwheel. At first sight the doomwheel might seem an oddity, perhaps even comical to opponents that have not faced one before.
The dwarves, who have suffered many wars against the skaven, know full well the doomwheel's measure and will direct every ranged weapon at their disposal to tear the deadly wheel apart before it can churn close enough to pulverise the dwarf battlelines. Indeed, dwarf cannons will allow themselves to be overrun by the foe, willingly sacrificing themselves for their hold in order to get off a single shot at the infernal skaven device. When it works correctly, the doomwheel whirs quickly across the battlefield, moving more swiftly than galloping horses. If it is going exceptionally well, the skaven pilot will even steer the great wheel towards the enemy. This is ideal, as the powerful warp-lightning bolts fire out, blasting the nearest thing to shrivelled blackness, so it is best to be nearer the foe.

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