Large Construct, Typically Chaotic Neutral
AC 18    Initiative +0 (10)
HP 105 (10d10 + 50)
Speed 60 ft.
Mod Save
STR 18 +4 +7
DEX 10 +0 +0
CON 20 +5 +8
Mod Save
INT 4 -3 -3
WIS 12 +1 +1
CHA 3 -4 -4
Resistances Cold, Piercing, Radiant, Slashing
Immunities Necrotic, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages Random Screaming
CR 5 (XP 1,800; PB +3)
Traits

Magic Resistance. The Deathball has Advantage on saving throws against spells and other magical effects.

Spiked Skin. When hit by a melee attack within 10 feet, the Deathball deals 9 (2d8) Piercing damage to the attacker.

Unusual Nature. The Deathball doesn’t require air, food, drink, or sleep.

Actions

Death Roll. The Deathball moves up to its Speed in a straight line. Dexterity Saving Throw: DC 15, each creatures in a space that it passes through. Failure: 17 (5d6) Piercing damage and the creature moves with the Deathball, landing Prone within 5 feet of where it stops. Creatures moved by this ability may occupy the same space while the Deathball is moving. Success: Half damage only.

Description

Roll Out

Deathballs are semi-sentient... well it's pretty self-explanatory isn't it? They may be a Path of Rolling Thunder Barbarian who lost the ability to transform back or a failed arcane experiment, but the only thing that matters is getting out of the way. They are driven purely by rage and their only outlet is smooshing their opponents into a bloody pulp.

Monster Tags: construct

Habitat: Any

Treasure:  None

Razmus

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