Clockwork. This creature has the Clockwork trait.
Clockwork Mind... Just a Bit Off. The special magical forces needed to create such an entity as unusual as a Clockwork Cannoneer put a heavy strain on the delicate mechanisms hosting the intelligence of the individual. This makes them just a little bit... off. They cannot be controlled as other Clockworks and once they have fired their cannon's grapeshot for the first time in an encounter, they will automatically repeat the Fire in the Hole action if able and not retreat, move, or even defend themselves. They will only load, fire, reload, and laugh maniacally while they send torrents of fire and metal down range.
Clockwork Code. This language is an intricate combination of clicks, grinding gears, whistles, and whirring metal understood by Clockwork constructs.
Mistvision. This creature can see normally through fog, mist, or clouds up to 120 feet.
Fire in the hole! Ranged Weapon Attack: -1 to attack, Hit: Special. Ammunition, Range (130/260), Light, Loading
Antipersonnel ; 21 (3d8+6) bludgeoning
Anti ship (targeting envelopes) ; 42 (6d8+12) piercing.
Description
Forged in unknown foundries and powered with arcane magic, these mechanical crew plague the skies of the Seorsus with their depredations. Despite being constructs with a sentience born of science and magic, they function much like any other pirate crew but without all the hassle of things like food.
The crew built as a cannoneer has a reinforced torso and arm upon which is fixed a small cannon. This weapon sends fear into all in range of it's terrible report as it fires several 1" cannonballs or small bits of metal as grapeshot. While it can only fire a limited number of times and reloads slowly, the Clockwork Cannoneer's weapon is a sight to see... until it wrecks your ship!
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