Fel Reaver
Gargantuan Vehicle (12,000 lbs.)
Creature Capacity: 8 Medium Creature Cargo Capacity: 1/2 ton Armor Class: 19 Hit Points: 200 (damage threshold 10, mishap threshhold 20) Speed: 100 ft.
STR |
DEX |
CON |
20 (+5) |
12 (+1) |
20 (+5) |
INT |
WIS |
CHA |
0 |
0 |
0 |
Damage Immunities: fire, poison, psychic Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Crushing Feet. The Fel Reaver can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Magic Weapons. The Fel Reaver’s weapon attacks are magical.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Fel Reaver. 2 Fists (Requires 1 Crew and Grants Half Cover). Smash (Fist). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure. Grab (Fist). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. Each fist can grapple only one target at a time, and the fist’s operator can use a bonus action to make the fist release whatever it’s holding. 2 Legs (Stomp) (Requires 1 Crew and Grants Half Cover). Stomp the ground creating a a wave of earth. Everyone within a 15 foot radius must make a DC 15 Dexterity saving throw. A target takes 10 (successful 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.
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