Thunder's Might: If this creature is hit by a thunder attack all health will be healed
Multi Attack: The Walker King may use its Short sword attack twice in one turn.
Short sword: Melee +5 to hit, 5 ft., 2 targets, Hit:11 (1d8+5) [slashing]
Tornado Slash: Ranged +10 to hit, 20ft., 5 targets, Hit: 8 (1d8+3) [force]
Disembodying Slash: Melee +3 to hit, 15 ft., dashes 10 ft. forward Hit 10 (1d10+2) [Slashing] (If any player gets his inside the 10 ft dash they get knocked up into the air.)
Command Shot [longbow]: Ranged: +3 to hit, 1 + X targets, 150/600 ft., Hit: 11 (2d8+3) [Piercing] (this attack increases how many shots rain down by how many Walker Archers are nearby within 200 ft. of the Walker King.
Eat Apple: heal 10 points of health (twice per day)
Potion: heal 30 points of health (once a day)
Parry: If the Walker King rolls a 20 it can block one attack incoming attack without any damage taken.
Advantage: If the Walker King successfully Parries an attack then it may take a turn right after.
Kingly Block: If the Walker is above 150 HP then the Walker King, when attacked by a roll made by an opponent, may roll a d20 and if the number shown on the die is higher than the opponents number shown on the die then the Walker King takes half damage rounded down instead.
Description
The Walker King, the leader of the Walker Army, Grey skin with tattered cloth resembling noble men with accents of gold and a base color of red, its luminescent blue eyes pierce through the thick fog that follows the marching of the Walker Swordsmen.
Its gold crown is the only pure thing that shines about this monster and even then the faint misty aura around the Walker Kings body covers its shine. like the rest of the Walkers the smell of moss lingers on this creature wherever it goes in every condition.
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