Huge Humanoid, Neutral
AC 15 wood    Initiative +4 (14)
HP 46 (7d10 + 14)
Speed 15 ft.
Mod Save
STR 11 +0 +0
DEX 13 +1 +1
CON 13 +1 +1
Mod Save
INT 15 +2 +5
WIS 16 +3 +6
CHA 10 +0 +0
Immunities Poison, Psychic; Poisoned
Senses Passive Perception 17
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)
Traits

 

Warmachine. The warmachine requires a crew to operate it. It starts with 6 crewmen. 1 gunner, 1 assisting gunner, 2 loaders, a range finder and an assistant who can help anyone. The crewmen can be targeted by the enemy. Every one of them has an AC of 12 and an HP of 15. The priority list: Assistant < Range finder < Loader < Gunner. This is the order in which they die.

  • While the range finder is alive, there is no disadvantage from distance in attack rolls.
  • The unit can fire every strategic turn, equal to the number of loaders (max 2).
  • The assistant gunner can give the help action to the gunner.
  • When There is no gunner left, the unit can't operate.
Actions

 

Ballista. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 20 (3d10+4) Piercing damage.

Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) Piercing damage. Each crewmen alive can do this action each round.

Description

This is a Ballista unit. This is meant to be operated in Strategic combat, where each round takes 5 regular rounds. But if you want to play it in normal combat, have it fire every 2nd round if it has 2 loaders, everything else can stay the same.

Habitat: Any

SirLancelot12

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