Piloted: A creature can use half of its movement to enter or exit the War Beetle, and their action to take control of it. Any creature not trained on the War Beetle, must succeed a DC 15 Intelligence Check to control it. There is only space for one creature in the War Beetle. The Beetle is fully enclosed, granting full cover to those inside of it, but gas and liquid can still penetrate the shell. A creature controlling the War Beetle has their senses replaced by the War Beetles, by way of various radar and gauges. Those controlling it can use their action to have the War Beetle perform one Action option per round.
Mount: The War Beetle can serve as a mount using the normal rules for Mounted Combat. When doing so, the War Beetle can not act independently. A creature mounted on the War Beetle can use their Action to have the War Beetle make a single Bite Attack once per round.
Constructed: The War Beetle can not regain hit points naturally. A creature must spend time and resources to repair the War Beetle. The War Beetle regains hit points equal to 1d6 + your Intelligence Modifier for each hour and 50gp spent on materials
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) piercing damage along with 2d6 lightning damage.
Shockwave: The War Beetle can discharge stored energy in a shockwave, dealing lightning damage to all creature within 30ft that are not inside the War Beetle. Each creature must make a DC 16 Dexterity Saving Throw or take 16 (4d8) lightning damage on a failed save or half as much on a success. Once this has been used, the War Beetle must recharge can not do so again for 1 hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/19/2022 9:56:35 AM
|
2
|
0
|
1
|
Coming Soon
|
|
|
5/23/2022 1:59:08 AM
|
2
|
1
|
1.1
|
Coming Soon
|
Comments