Movable
It takes an Action to move the Windlance upto its movement speed.
Manned by Specialists
The Windlance is operated by specially trained people (HP 18, AC 14, Dex +3). While these cannot be targeted by ranged attacks, AOE damage and melee weapon attacks can target the specialists. If one specialist dies, all actions take twice as long, if both die, the Windlance is non-operable.
Bolt
Ranged Weapon Attack:: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.
Specialized Shot - Linebreaker(2 actions)
Range 300 ft. All targets within a 30 ft. line must succeed a DC 15 Dex Saving Throw or take 3d10 piercing damage, and be knocked prone, or half as much on a successful save.
Specialized Shot - Monster hunting (2 actions)
Ranged Weapon Attack: +6+ 1d8 to hit, range 120/480 ft., one target. Hit: 3d10+2d8 piercing damage and if target is Large it must succeed a DC 18 Strength Saving Throw or be knocked prone.
Specialized Shot - Tethering Shot (2 actions, requires special Windlance)
Ranged Weapon Attack: +6 to hit, range 120/150 ft., one target. Hit: 3d10 piercing damage and target must succeed a DC 17 Dexterity Saving Throw or be Tethered by the Windlance. While Tethered, the creature cannot go futher than 150 ft. from the Windlance and has to spend double the movement cost to move. While tethered, attacks are made with Advantage against the creature. The creature can escape the Tether by succeeding a DC 17 Strength Saving Throw. If the creature passes DC 25, it destroys the Windlance as well.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!