Grimdark
The universe of Warhammer 40,000 is strongly dystopic, using elements from Gothic fantasy and Scifi
Author's Note: Based on the 'Dark Heresy' rpg setting. Added Iron hands presence because they are my favorite.
Played | 9 times |
Cloned | 2 times |
Created | 56 days ago |
Last Updated | 2 days ago |
Visibility | Public |
HP Range70 - 80 (Avg: 75)
AC15
XP1800
Description
Weirdboyz are Ork psykers who absorb and channel psychic energy from their fellow Greenskins. They can unleash devastating blasts of Warp energy, but if they don't release this energy, they risk exploding, taking nearby Orks with them.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | None |
Defenses
Armor Class | 15 |
HP Range | 70 - 80 (Avg: 75) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Psychic Overload
As a reaction, when the Weirdboy takes damage, he can release pent-up psychic energy in a 15-foot radius. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much on a successful one.
Warp Blast
The Weirdboy unleashes a blast of Warp energy in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.