Doomwheel (5e Creature)
Doomwheel[edit]
Large construct (skaven), unaligned Armor Class 16 (natural armor)
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine 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. ACTIONSWarp Lightning Thrower. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 20 (4d8 + 2) lightning damage.
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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. |
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