Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Magic Resistance. The War Roc has advantage on saving throws against spells and other magical effects.
Advartan Ordnance. The War Roc can equip up to two different Ordnances, each of which have different properties and limited uses. The War Roc can regain all spent uses and change its Ordnance upon taking a Long Rest at a designated base camp. The list below contains the possible Ordnance options.
Siege Bomb (2/Long Rest). Area of Effect (20 ft. radius) Upon impact, all creatures in a 20 ft. radius must make a DC 17 Dexterity Saving Throw or take 36 (8d8) bludgeoning damage, or take half as much on a success. Objects and structures take twice as much damage.
Creeping Death (1/Long Rest). Area of Effect (100 ft. radius), Duration (1 hour) Upon impact, all creatures in a 100 ft. radius must make a DC 17 Constitution Saving Throw, taking 14 (4d6) poison damage and becoming poisoned on a failure, or taking half as much and not being poisoned on a success. A creature who starts their turn on the radius of this effect or enters it for the first time must make this Saving Throw. Creatures poisoned by the Creeping Death can make a DC 17 Constitution Saving Throw upon taking a Long Rest, upon which the poisoned is removed should they succeed. The Creeping Death remains as a 100 ft. radius cloud of translucent green fog for 1 hour, or until dispersed by winds of 20 miles per hour or higher. Effects which produce wind effects of this speed only disperse the cloud within their area of effect.
Mage Fire (4/Long Rest) Area of Effect (30 ft. Cone) Upon impact, all creatures within a 30 ft. cone centered on the point of impact and oriented in the direction of the War Roc's movement must make a DC 17 Dexterity Saving Throw, taking 28 (8d6) fire damage on a failure or half as much on a success. All unattended or unequipped objects in the Mage Fire's area of effect are set aflame. This fire cannot be put out except by magical means, burning indefinitely otherwise. Creatures who enter the blaze take 7 (2d6) fire damage at the start of their turns, or upon entering it for the first time. This fire spreads at twice the normal rate of nonmagical fire and can ignite normally nonflammable materials which are not magical.
Multiattack. The War Roc makes one attack with its Siege Hook and one with its Defensive Canopy, or two attacks with its Defensive Canopy.
Siege Hook. Ranged Weapon Attack: +13 to hit, Range (120/480 ft.), one target. Hit: 11(2d10) piercing damage. If the creature struck by the Siege Hook is Large or smaller, it is consider grappled (Escape DC 17). While grappled in this way, the War Roc has advantage to hit said creature, and the creature grappled in this way cannot move beyond the range of the Siege Hook. Only one creature can be grappled by the Siege Hook.
Defensive Canopy. Ranged Weapon Attack: +10 to hit, Range (300/600 ft.), one target. Hit: 33(6d10) bludgeoning damage. A target within range is struck by a barrage of cannonballs originating from the sleek defensive canopy which resides atop the War Roc.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Runic Bombardment (Recharge 8). Range (300 feet).
Eight arcane missiles are unleashed from the armor of the War Roc. Each missile hits a creature of your choice that you can see within range. A missile deals 9 (2d6+2) force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. The shield spell cast at 6th level or higher renders the caster immune to this damage. Once this feature has been used, the War Roc loses the Magic Resistance trait until it recharges on a roll of an 8 on a 1d8.
Ordnance Strike. The War Roc drops one of its available equipped Ordnances (see Advartan Ordnance trait) directly below it.
Description
"Harbingers of devastation,
A' ravaging the land
Fury of the winged
A force surely to be damned
Sets the world to roil
And returns to kill again
Unending flames, blood broils
Why do the bombs keep falling?"
~Hymns of an Unknown Everion Bard
Few words bring fear to Men and Mer, quite like the Roc. Soaring over ruined cities, armies choking on air, or even dueling with dragons, the Roc is a symbol of Advartan Imperial might unlike any other.
Engines of Terror.
Not quite a weapon of war, War Roc flights will often be sent throughout a campaign not to aid the army, but often to simply terrorize cities, towns and villages alike, bringing the horrors of war to a vastly wider population, and forcing capitulation at the cost of the innocent.
Bred and Raised For War.
War Rocs are the end result of decades if not centuries of careful breeding of Rocs, to produce a variant far larger than naturally occurring, with wingspans that often exceed 80 ft. in length, these rocs are also possessed of such might that a contest with their lesser brethren is almost child's play to one.
In addition, these Rocs are considered a testing ground for some of the most advanced forms of weapons and armour produced by the mages of Per Sotalis, such as the impressive Runic Armour, a former creation of the giants reproduced through the work of Jonas Stormhelm, a storm giant of Per Sotalis.
Controversial Even Amongst the Warlike
The deployment of War Rocs has long been a hotly contested subject within the neighbors of Advarta, not only amongst those that seek peace, but those that glory in the waging of war, such as the hobgoblins, in fact even a portion of generals within the Advartan Imperial Army find their deployment distasteful.
Previous Versions
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