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Warhammer 5e
Warhammer 5e









warhammer 5e

Ranged Weapon Attack: +6 to hit, Range 15 ft., any number of targets in a 15-foot cone emanating from the scro’s weapon. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. The scro makes two attacks, one with its Huge Chopper and one with its Special Shooter. All saving throws have a DC of 14.ġ - Headbang: The scro casts dissonant whispers.Ĥ - Fists: The scro casts enlarge on another scro within the spell’s range. The scro can cause one of the following effects, chosen at random (d6). Ranged Weapon Attack: +3 to hit, Range 40/120 ft., one target.

#Warhammer 5e plus#

Hit 6 (1d8+3) bludgeoning damage if using one hand, or 8 (1d10+3) if using two hands, plus 7 (2d6) psychic damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The scro makes two weapon attacks, then uses its psionics action. STR 16 (+3) || DEX 13 (+1) || CON 16 (+3)Īggressive.As a bonus action, the scro can move up to its speed toward a hostile creature it can see. Then the scro can use its bonus action to make one weapon attack. Each creature of the scro’s choice that is within 30 feet of it and can hear it can use its reaction to make one weapon attack against a creature within its range. Each creature in this area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much damage on a success. Hit 20 (3d8+2) piercing damage.īurner (Recharge 5-6).The scro looses a 30-foot cone of fire from its weapon. Ranged Weapon Attack: +5 to hit, Range 80/240 ft., one target. Hit 18 (4d6+4) slashing damage.īig Shooter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Multiattack.The scro makes two attacks, one with its Huge Chopper and one with its Big Shooter. However, any result of a 19 or 20 (before modifiers are applied) on either die counts as a critical hit, whether the attack hit or missed. Wild Attacks.The scro makes attack rolls with disadvantage. Each creature in a 20-foot radius must make a DC 12 Dexterity saving throw, taking 21 (5d6) thunder damage on a failed save or half as much on a success. The scro throws a bomb at a point up to 60 feet away. Ranged Weapon Attack: +4 to hit, Range 80/240 ft., one target.

warhammer 5e

The scro makes attack rolls with disadvantage.

warhammer 5e

As a bonus action, the scro can move up to its speed toward a hostile creature it can see.

warhammer 5e

Senses darkvision 60 ft., passive Perception 10Īggressive. The only exception is when a scro weapon is used against a scro, but the wielder must make a DC 15 Charisma check for the weapon to have any effect. In other creatures’ hands, they fail to function. Psionic Equipment. Scro choppers, firearms, and vehicles only work because they believe they do. Meanwhile, all these scro have the following trait: Instead, I made my Scro as tributes to the Orks of Warhammer 40k, with immense psychic powers but none of the brains to utilize them other than making their weapons work and causally manipulating fate. And Scro don’t have any notable mechanics associated with them other than being “smarter orcs in space.” At that point, just use hobgoblin stats to imply training or give them pack tactics. The party didn’t end up facing these guys in the paths they chose during our Tropos QuestSpelljammer one-shot, but I still wanted to share them. Now, I could have just used stats for regular D&D orcs and called them Scro (the spelljamming versions of orcs that, *ahem* “stand proud and erect, and their high foreheads resemble humanity's”











Warhammer 5e