Medium Humanoid (Any Race), Any Alignment
Armor Class 20 (modified plate)
Hit Points 112 (15d8 + 45)
Speed 20 ft.
STR
20 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +8, CON +6
Skills Athletics +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Light the Fuze. All of the attacks of the Cannoneer are tied to the same recharge. 

Take Aim (3/day). As a bonus action, the cannoneer can add 1d10 to its next attack or damage roll.

Actions

Cannon Attacks (Recharge 3-6). The cannoneer uses one of the following cannon attacks.

Cannon Shot. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the target is a large or smaller creature, the creature must make a DC 20 Strength saving throw or be knocked prone.
Grapeshot Blast  The cannoneer fires a shot loaded with grapeshot pellets in a 20-foot cone in front of him. Every creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much on a successful one.
Exploding Shot. The cannoneer fires a shot that is a fragile, red hot ball of metal. The cannoneer fires it up to 70 feet away. Each creature within 20 feet of the detonation must make a DC 17 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) fire damage on a failed save, and half as much on a successful one.
Chain Shot. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 19 (3d12) bludgeoning damage. The target is grappled (escape DC 15) if it is a Huge or smaller creature. Small or smaller creatures have advantage on Dexterity (acrobatics) checks to escape the grapple. 

Description

Cannoneers are artillerymen with massive, complex, portable cannons. They are expensive, and most are used to great effect against large amounts of infantry.

Monster Tags: NPC

RivalKleenex

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