AC
19
Natural armor
Initiative
+0 (10)
HP
50
(10d10)
Speed
20 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +9 |
| DEX | 1 | −5 | −5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 1 | −5 | −5 |
| CHA | 1 | −5 | −5 |
Resistances
Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Gear
10 rocks
Senses
Passive Perception 1
Languages
None
CR
5 (XP 1,800; PB +3)
Traits
Loading. The catapult takes 1 turn to load and 1 turn to fire.
Long range. The catapult has a range of 200/600, but it can't shoot in a 40 foot sphere centered on it.
Crew. The catapult needs 5 people to use it correctly: 2 people to push it, 2 people to load and fire it, and the person who gives orders to the rest.
Siege weapon. The catapult deals double damage to structures.
Actions
Load. Loads the catapult, so that it can fire the next round.
Catapult rock. ranged weapon attack: +9 to hit, range 200/600 ft., 1 target. Hit: 45 (3d12+ 9) bludgeoning damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/10/2026 10:28:21 AM
|
2
|
2
|
--
|
Coming Soon
|
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