| 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 | 
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.
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.







 
    
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