Wondrous Item, artifact (requires attunement by a small humanoid with 17 or more Intelligence)

This large spherical contraption once belonged to the famous Hammond the hamster. He first used it to escape his prison on the moon, and now with Hammond gone, the ball is left to whoever is smart enough to claim it.
This item first appears as a large mechanical ball that weighs 900 pounds. The ball has a hatch at the top of the ball, that allows a single creature to slip inside the ball. The room inside the ball is large enough for a single small creature to fit comfortably. Several different levers and buttons form a control panel inside the ball, with a seat that sits the pilot. 
While piloting the Wrecking Ball, the pilot can use it's bonus action to change the form of the ball, called Battle Form, to cause crab like legs to extend at the bottom of the ball, and two gatling guns to extend from the side. The pilot can also use their bonus action to revert back into the ball form. While in ball form the pilot gains the following benefits
• The Ball has an a walking speed of 60ft and has total cover.
• The pilot can use an action to shoot a grappling hook to a secure surface within 30 ft of the ball. If the ball then moves at least 10 ft, it's walking speed becomes 120ft. Any creature Large or smaller must make a DC 17 Strength saving throw or take 3d10 bludgeoning damage and fall prone. A creature who succeeds on the saving throw instead is pushed back 10ft, taking no damage, and stopping the ball where the point of contact with made. The grappling hook cannot pull the ball any closer to its stick point, and only allows Wrecking ball to swing at a radius equal to the distance of the hook when shot.
• While having a walking speed of 100ft or more, Wrecking ball cannot make sharp turns. Wrecking ball can only spend it's turn moving the direction it initially moves, and can change only change direction by moving diagonally one way for every 20 feet it moves.
• While at least 10 ft in the air, the pilot can use its action to piledrive into the ground. Every creature within 15 feet of the impact must make a dexterity saving throw or take 4d10 bludgeoning damage and be lifted 10 ft into the air and 5 ft closer to the impact point, if it is not already within 5ft. This action can also be used as a reaction if the pilot used the grappling hook to gain height.  Wrecking ball and the pilot take no falling damage from using piledriver.
While in battle form the pilot gains the following benefits.
• Wrecking Ball's walking speed becomes 30, and the pilots armor class increases by 3 as it's head is sticking out of the top hatch.
• The pilot can use the ball's gatling guns to make an attack as allowed with the following feature
    • Gatling Gun
             • Ranged Weapon Attack: +12 to hit, reach 60/120,  one target, Hit: (2d10 + pilots Dexterity modifer).
              When the pilot uses this attack action, he can instead attack three times instead of once. Each time the pilot can choose a different target, and must make a new attack roll                    against that target. Wrecking Ball can shoot up to six times before it has to reload. Wrecking Ball automatically spends it's next action reloading it's gatling guns unless otherwise
        commanded by the pilot. There are no materials or time needed by the pilot to reload.
Wrecking ball has a the following statistics:
Saving Throws:
Str: +14 Dex: +3 Con: +8
It uses the intelligence, wisdom, and charisma scores of whoever is piloting it.
It has 200 HP and immunity to poison and psychic damage. Wrecking Ball cannot be healed any means other than the Mending spell, which heals 1d10+spellcasting modifer per cast, or by spending 1 hour and 50 gold per 20 health points, granted the repairer has proficiency with tinker tools, tinker tools, and a workshop or appropriate materials.
Wrecking Ball also takes any fall damage that the pilot would and the pilot takes half falling damage from any source.
If Wrecking Ball is destroyed while the pilot is inside, the pilot is ejected within 5ft of the Ball, and takes 5d10 fire damage as the contraption explodes and breaks. The pilot can use their action to climb in or out of Wrecking Ball. With no pilot Wrecking ball reverts to ball form and does nothing.

Notes: small humanoid with 17 or more Intelligence

CraZCaboose

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