Crew. The Ballistae is made up of a crew of individuals, but spells and other effects treat them as if they are one creature. The crew have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. When the Ballistae Crew have less than half their hit points, they loose access to the Aim, Move and Multiattack features.
Variants. The ballistae and its crew can have different variants, allowing for additional abilities.
Ballistae Variants:
Heavily Armored. The Ballistae Gains +2 AC and 30 hit points
Explosive Shot. The Ballistae's shots explode, forcing each creature within 10ft of the target to make a DC 15 dexterity saving throw or take 3d10 fire damage.
Light Frame. Gains a 30ft movement speed, does not loose the move action when it has less than half its hit points.
Piercing Ammunition. Attacks ignore cover and Aim applies to all attack rolls om a turn.
Crew Variants:
Gritty Mercenaries. The crew can Aim and Move as a bonus action.
Undead Resilience. When the crew is reduced to half it's hit points, they can make a DC 20 Constitution saving throw to maintain their features. As long as they are below half of their hit points they must repeat this saving throw at the end of their turns or loose access to those features.
Automated Ballistae. The Ballistae looses the crew feature
Multiattack. The Ballistae crew fire the Ballistae twice.
Ballistae. Ranged Weapon Attack: +6 to hit, range 120/480 ft., 1 target. Hit: 20 (3d10 + 4) piercing damage, and the target must make a DC 15 Strength save or be knocked prone.
Aim. The Crew hone in on their target, gaining advantage on their next attack roll against them.
Move. The ballistae moves up to 20ft.
Description
A crew manning a Ballistae.
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