Armor Class
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 30 ft. (hover)
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 3 (700 XP)![Flanking 5e Dmg Flanking 5e Dmg](/uploads/1/3/4/3/134384525/603009315.png)
Seeing as my next campaign is going to focus more on surface world skirmishes than dungeons, I want to include things like ballistas in the tactical mix. The 5e DMG provides rules for them, but they are honestly so perfunctory they need to be expanded on for actual play. Here's my version of a D&D relevant ballista. Design goals. Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) Wizards RPG Team on Amazon.com.FREE. shipping on qualifying offers. Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination. When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner. When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters. There are no flanking rules as of yet. If/when they appear it will be in the DMG. I personally would not hand out advantage for something as easy to get as flanking in 5e, advantage/disadvantage is something I give out just a couple times an encounter not every round.
14 (natural armor)Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 30 ft. (hover)
STR
8 (-1)
8 (-1)
CON
14 (+2)
14 (+2)
WIS
14 (+2)
Skills Perception +614 (+2)
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 3 (700 XP)
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
Flanking 5e Dnd
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
![Flanking 5e Dmg Flanking 5e Dmg](/uploads/1/3/4/3/134384525/603009315.png)
1- Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2- Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. https://hbzacvz.weebly.com/blog/bootcamp-4-dmg.
3- Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
4- Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. https://hbzacvz.weebly.com/me3-squad-dmg-or-healyh-insanity.html. The spectator magically creates enough food and water to sustain itself for 24 hours.
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
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