AC
16
Initiative
+1 (11)
HP
83
(4d12 + 24)
Speed
0 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 23 | +6 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Skills
Perception +2
Resistances
Poison, Psychic
Immunities
Blinded, Grappled, Prone, Restrained, Stunned
Senses
Passive Perception 12
Languages
Common
CR
5 (XP 1,800; PB +3)
Traits
Crewed Siege Weapon. The Ballista Guard has a dedicated guard crew to operate it. At the beginning of combat the Ballista Guard has 33 Temp HP (included in HP) Once this Temp HP is lost it cannot be regained in any way, and the Ballista Guard becomes a regular Ballista Object.
Actions
Spear. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 20/60 ft. Hit: 12 (2d10 + 1) Piercing damage.
Ballista. Ranged Attack Roll:+6, range 120/480 ft. (can't hit targets within 60 feet of itself). Hit: 16 (3d10) Piercing damage.
Comments