Skip to main content
Matthew J. Hanson
CREATOR
5 days ago

Project Update: Monster Preview: Walking Bomb

Hello Sneaky Book of Monsters backers,

Welcome to the first of our weekly updates and monster previews!

As I write, we’re a third of the way to our goal. Of course I’d like to be funded at this point, but we’re on track to make it by the end of the campaign. Anything you can do to help spread the word will help us hit those goals sooner!

Weekly Preview

Each week we’ll preview a different monster in the book. This week we’re looking at one of my favorite mechanically, the walking bomb. These mindless constructs charge up over the course of several rounds, until they deliver a devastating explosion, but PCs can either delay or speed up the explosion by dealing the bomb cold or fire damage, adding a possible new tactic to battle.

I hope you enjoy this preview, and check out the poll below to help pick what we show off next week!

Walking Bomb

The spherical torso of this construct is painted with a wicked grin, making it look like a head with arms and legs. It rushes toward you, surprisingly fast, as steam rises from its body.

Walking bombs are constructs made with clockwork magic. They are meant to be disposable warriors who cause as much damage as possible, by rushing the enemy and then exploding.

Remains of an Ancient War. Most walking time bombs were forged during the ancient Mage's War, when great flying cities blotted out the sun only to fall to earth before it ended. Created as expendable warriors, most fell in battle, but some sat silently, guarding the Archmagi's ancient vaults. Recent rumors say that somebody has uncovered the ancient formula for constructing walking bombs and has begun crafting new ones. 

Temperature Controlled. The explosives inside of walking bombs need to reach a certain temperature to explode. Walking bombs start to heat themselves up as they charge into battle, but enemies can take advantage of this temperature control by cooling them off to delay the explosion or heating them up to try to make them explode before the bombs come within range.

Walking Bomb

Medium construct, unaligned

Armor Class 17 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 40 ft.
STR 17 (+3) DEX  12 (+1) CON  18 (+4) INT  6 (-2) WIS  10 (+0) CHA 3 (-4)
Immunities poison, psychic; charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft, passive Perception 11
Languages understands the language of its creator and can repeat simple commands, but not complex language
Challenge 3 (700 XP) Proficiency Bonus +2
Traits
Bomb. If the walking bomb ever has three Heat Tokens on it, it explodes. All creatures within 20 feet must make a DC 14 Dexterity saving throw. Creatures take 14 (4d6) fire and 14 (4d6) piercing damage on a failed save, or half that on a success.
Warmed and Cooled. If the walking bomb takes fire damage, add one Heat Token. If it takes cold damage, remove one Heat Token.
Actions
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, plus 3 (1d6) fire damage for each Heat Token the living time bomb has. The target gains the Grappled condition (escape DC 13).
Bonus Actions
Heat Up. The walking bomb gains or removes one Heat Token.

10 votes • about 1 hour left
0
Share

Share

Twitter

Bluesky

Facebook

Copy Link

Edit
Comments 0
Loading
Back It

Confirm