Revolving Barrels: Each time the cannon fires, the damage type changes. Roll a 1d8 to determine which type. 1=Fire 2=lightning 3=poison 4=necrotic 5=radiant 6=force 7=cold 8=psychic
Unmoving Resolve. The cannon cannot move but if the cannon is threatened, this does not force disadvantage on a ranged attack.
Defender: The cannon will not initiate combat unless someone is within 100 feet of it. If it is already in combat and there is still a threat, it can take shots up to 200 feet at disadvantage.
Vent Exhaust. The cannon vents it's exhaust in every space adjacent to it. Any creature standing in these spaces can make a dexterity saving throw or take 3d6 fire damage or half as much on a success.
Fire Cannon. Ranged Weapon Attack: +5 to hit, range 100/200 ft., single target. Hit: 20 (4D8+5) elemental damage depending on "Revolving Barrels"
Can switch its damage to a different elemental type of its choice for its next shot. (The intelligent decision to do this depends on the cannon's maker)
Fire, lightning, poison, necrotic, radiant, force, cold, psychic.
Description
A stationary half mechanical half magical metal cannon that stands by itself about 10 feet high. It scans the areas looking for threats. These threats are anything it was programmed or enchanted to find. Depending on the enchanter/programmer, this cannon can be as intelligent (targeting priority) as it needs.
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