Long arms - the walkers long arms give it extra reach when attacking and can be used for it to block.
Swing - Melee weapon attack: +4 to hit, reach 15 ft, one target. Hit: 3d10 + 4 B
grab - +4 to hit, reach 15 ft, one target. once grabbed, a creature is restrained and stunned. once per the Walker's turn, the Walker can choose to squeeze the creature. the creature takes 1d6 for each turn it has been squeezed. a creature that is not grabbed can free a grabbed creature by making a strength check against a DC of 12.
Throw - a creature grabbed by the Walker is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 B for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
screech - the Walker can produce a high frequency sound, similar to the spell shatter. all creatures within a 60 ft circle must make a charisma or constitution saving throw. if they fail a charisma saving throw, they are frightened until they are 80 ft of the walker. if they fail a constitution saving throw, they take 5d10 psychic damage. after using the screech, the Walker can't use it again until after 3 of its rounds.
Block - if the walker were to be attacked head on, it can choose to block with its arms, the attacking creature must make an attack roll on the arms. the arms have a AC of 10 and an HP of 10. once the arm has been destroyed, the Walker can't block with that arm.
Description
Walkers are a subclass of phasmageists that possess dead bodies, stealing the life force of living creatures for food. after configuring the body to their liking, the walkers wander around looking for creatures to steal life force from.
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