Large Construct, Unaligned
Armor Class 16 Natural Armor
Hit Points 40 (40d20 + 30)
Speed 5 ft.
STR
20 (+5)
DEX
3 (-4)
CON
14 (+2)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws CON +4
Damage Vulnerabilities Cold, Fire, Lightning
Damage Resistances Piercing, Radiant, Ranged Attacks
Damage Immunities Poison, Psychic
Senses Passive Perception 9
Languages Common Has the languages of the siege engineer.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Siege Weapon: When attacking buildings, their AC is halved and if the catapult rolls a 16, a 17, an 18, a 19 or a 20 on an attack roll against buildings, it deals a critical hit.

Slow reload: The catapult can only use an action once every 3 turns.

Operated: The catapult is manned by one humanoid of the DM's choice, this humanoid only wields a shield and a dagger as weapons, has 14 AC and has below average stats, with exception of intelligence. He or she has resistance to non-magical piercing damage from ranged sources. This siege engineer has to stay with the catapult at all times, and counts as part of the catapult. If the siege engineer is killed or unable to man the catapult, the catapult is seen as dead, if the catapult is destroyed, the siege engineer will flee.

Actions

Fire. Ranged Weapon Attack. +6 to hit, reach 50 ft., one target. Hit: 30(3d12 + 10) bludgeoning damage.

Defend. Melee Weapon Attack. +0 to hit, reach 5ft.,one target. Hit: 3(1d4 + 1) slashing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A small catapult used as support in a small army or a skirmish. It is manned by only one siege engineer. There is usually just one of these in an army, since larger scale warfare usually uses larger catapults or trebuchets.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: GrasslandHillUrban

MonsterMakerMan

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