Immolation Nation. Damage Modifier: If 12 or more fire damage is done to the Walking Crater, or it dies to either fire or piercing damage, they will be forced to immediately use Hellblast.
Dead Silence. Stealth Modifier: The Walking Crater's steps are imperceptibly quiet, to the point that the Walking Crater cannot be heard moving except through magical means, and the Walking Crater also gets advantage when rolling against these spells.
Bouncy. Movement Modifier: The Walking Crater will be knocked back up to 20ft away whenever they are hit with a melee bludgeoning attack.
Hellblast. Melee Attack: DC 17 constitution to halve damage, radius 20 ft., AoE targeting. Hit: 10 (1d20) fire damage and 5 (1d10) thunder damage. The Walking Crater ignites an incredibly powerful incendiary concoction within themselves, exploding with enough force to instantly create a smoking pit of ash. Fire damage is dealt for every 5 ft. within the Walking Crater's range, up to 4d20 when right next to the Crater, while the thunder damage is dealt once within the 20 ft. range, and once up to 100 ft. away. Using this action instantly kills the Walking Crater.
Description
Walking Craters are barely-sentient orbs of explosive fury with no known natural predators. Or in simpler terms, living bombs on legs that can and will sneak up silently on an unaware target before sending them directly to hell on the spot. Nobody knows why exactly they do this, as it kills them in the process. There is only one recorded case of a Walking Crater eating, and no records of how they reproduce, but it is highly recommended to any adventurers that find one to either kill it immediately from a distance, or locate the nearest explosives disposal expert. If there is any indication that a Walking Crater could be in the area, keep your head on a swivel, or you're going to find out exactly how they got that name.
Notes: +2 to initiative. Weapon is incendiary compounds stored within its body, drops Hellfire Powder if killed without exploding. Can't be parried.
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