Large Construct
AC 10    Initiative −5 (5)
HP 50 (20d6 + 10)
Speed 10 ft., Add 10ft per Operator
Mod Save
STR 1 −5 −5
DEX 1 −5 −5
CON 1 −5 −5
Mod Save
INT 1 −5 −5
WIS 1 −5 −5
CHA 1 −5 −5
Vulnerabilities Fire, Force
Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Gear 1d10 Ballista bolts
Senses Passive Perception 1
Languages None
CR 0 (XP 10; PB +2)
Traits

This Construct cannot act on it own. It must have one or more Creatures within 5 feet of it to operate. Any action this Creature uses also uses the operators action economy instead. Creatures who choose to operate this Construct as a group can choose to take their turns at the same time. They must use the lowest initiatives roll to determine turn order. Multiple operators means multiple shots per turn

Operators can use their movement speed to move the ballista equal to 10 feet per operator to a maximum of 25 feet

Actions

Ready! As an Action or Bonus Action an operator may load a nearby bolt into the Ballista and wind the gears.

Aim..... Loose! As an Action an operator can choose a target within range of the Ballista Bolt and launch a projectile at it. 

Ballista Bolt. Ranged Attack Roll: +5, range 120/320 ft. Hit: 20 (3d10 + 5) Piercing damage.

Bonus Actions

Ready! As an Action or Bonus Action an operator may load a nearby bolt into the Ballista and wind the gears to ready the Construct for a Ballista Bolt Attack

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

Mythic Action Name. 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 wooden ballista standing 3 feet tall and 4 abreast. Two gears with round spoked wheels on the back. winding the mechanism, draws the bow like contraption back and readies to fire.

 

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.

MultipleOcelots