WALKER
Huge Fallen Construct
AC | HP | SPD | PB |
---|---|---|---|
17 | 250 | 0ft. | 0 |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 | 16 | 26 | 8 | 8 | 3 |
SAVES: STR +7, DEX +1
SENSES: Passive Perception 16
LANGUAGES: None, but understands Eliksni
RESISTANCES: All (See Mechanics.)
IMMUNITIES: (See Factions > Vehicles)
PASSIVES:
Walker Legs: The Walker can climb up walls, but not ceilings, as long as the wall can manage the weight. Additionally, Difficult Terrain doesn't affect the Walker.
Immutable Form: (See Factions > Vehicles)
ACTIONS:
Multiattack: The Walker makes one attack with the Walker Cannon if available, and two attacks with Shock Turrets.
Walker Cannon (Recharge 5-6) 10ft. Radius, DC15 DEX Save. 2d10+5 Solar damage.
Shock Turrets range 40ft. / 80ft. 1d6+1 Arc Damage
BONUS ACTIONS:
Deploy Shanks: (Recharge 7-8) The Walker spawns two Shanks within 5ft. of itself.
Mechanics:
The Fallen Walker has 6 Legs, each leg has 40HP and shares the Walker’s AC. As long as the Walker’s main body has an armored leg with health above 0, it has resistance to all damage.
If a Leg is destroyed, until the end of the Walker’s next turn, it is no longer resistant to damage.