Medium Construct (Dwarf), Any Alignment
Armor Class 13 natural
Hit Points 45 (9d10)
Speed
STR
10 (+0)
DEX
20 (+5)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Paralyzed, Poisoned, Stunned
Senses Passive Perception 8
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

This mob MUST be at least 1 size smaller than the ballista. Having just finished making the device, Being deranged and utterly consumed by their work it will open fire as a reaction to any actions From a source unknown! The Auto Ballista will not stop shooting until there is no one in sight or destroyed.

Self Destructive Force. Every ten points of damage done to the ballista one of the 4 arms will break.

 

Actions

Auto fire Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 50/200 ft., 1 target. Hit: 5 (1d10 ) [piercing] damage.

Reckless Fire. 2 RangedWeapon's fire at disadvantage Attack: +3 to hit, range 50/200 ft., 1 target. Hit: 5 (1d10 ) [piercing] damage. Reckless Fire. Overheats the barrel making its surrounding 2 barrels takes 1 point of fire damage and takes 1 point of fire damage per round fired itself.

Bonus Actions

Auto fire

Bonus Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 50/200 ft., 1 target. Hit: 5 (1d10 ) [piercing] damage. 

Legendary Actions

When this entity dies a creature will fall out taking 1d4 force Dropping a mob continuing the fight.

Mythic Actions

Mythic Reactions . As a re-action the Auto Ballista takes two shots at disadvantage when it comes in contact with a unknown mob within 5-200 feet range for the first time! may only happen once per encounter

Description

The mob using this MUST be at least 1 size smaller than the ballista. Having just finished making the device, Being deranged and utterly consumed by their work it will open fire as a reaction to any actions From a source unknown! The Auto Ballista will not stop shooting until there is no one in sight or destroyed.

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.

RionYeknom

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