Scorn Walker

SCORN WALKER

Huge Scorn Construct

AC

HP

SPD

PB

17

250

50ft.

2

STR

DEX

CON

INT

WIS

CHA

8

3

8

-1

-1

-3

PROFICIENCIES:

SENSES: PPC 16

LANGUAGES: None, but understands Eliksni.

RESISTANCES: All (See Mechanics.)

IMMUNITIES: (See Factions > Vehicles)

PASSIVES:

Walker Legs: The Walker can climb up walls, but not ceilings, as long as the wall can manage the weight. Additionally, Difficult Terrain doesn't affect the Walker.

Immutable Form: (See Factions > Vehicles)

ACTIONS:

Multi-Attack: The Scorn Walker uses its Nose Flamethrower to any number of targets of its choice within range, and its Missile Barrage if either are available. The Missile Barrage is centred on a point the Scorn Walker can see. If one is unavailable, the Scorn Walker launches one Shock Grenade in lieu of the unavailable weapon. If both are unavailable, the Scorn Walker launches two Shock Grenades instead.

Nose Flamethrower: (RECHARGE 4-6) | 25ft. Cone | DEX SAVE DC15. | [2d10+5] Solar damage, half damage on success.

Missile Barrage: (Recharge 5-6) +7 | Range 300ft. | 30ft. Sphere | [2d6] Kinetic Damage + [3d6] Solar Damage, half damage on success.

Shock Grenade: Range 80ft. | 10ft. Sphere | DEX SAVE DC14 | [1d10] Arc Damage, half damage on success.

BONUS ACTIONS:

Speed Reload: (RECHARGE 9-10) When the Scorn Walker fails to regain its use of Nose Flamethrower or Missile Barrage. It can choose to succeed instead. It immediately takes [1d8] Solar damage if it uses this feature, regardless of immunity or resistances.

Mechanics:

The Scorn Walker has 6 Legs, each leg has 40HP and shares the Walker’s AC. As long as the Walker’s main body has an armoured leg with health above 0, it has resistance to all damage.

If a Leg is destroyed, until the end of the Scorn Walker’s next turn, it is no longer resistant to damage. If all Legs are destroyed, the Scorn Walker's health is immediately reduced to 0.