Clockwork Cannoneer

CREATURE 15

rare n huge clockwork construct mindless 

Perception +25; darkvision

Skills Athletics +30

Str +7 Dex +8 Con +6 Int -5 Wis +4 Cha -5

Wind-Up 24 hours, DC 33, standby

AC  38; Fort +27, Ref +29, Will +23

HP 250; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 15, orichalcum 15; Resistances physical 10 (except adamantine or orichalcum)

Speed 25 feet

Melee [>] bore +28 (backswing, shove), Damage 3d12+12 bludgeoning

Ranged [>] cannonball +29 (range increment 100 feet), Damage 6d12 bludgeoning

Bombard [>>] (fire) The clockwork cannoneer launches an explosive shot up to a range of 200 feet that explodes in a 20-foot burst. Creatures within the burst take 5d10 bludgeoning damage (DC 36 basic Reflex save).

Muzzleburn The heat from a discharged cannon sears those who touch its metal shell. The clockwork cannoneer's bore Strike deal an additional 2d6 fire damage until the end of its next turn after it makes a cannonball Strike or uses its Bombard or Powder Blast abilities.

Powder Blast [>>] (fire) The clockwork cannoneer spews flames from one of its cannons, dealing 8d6 fire damage in a 30-foot cone (DC 36 basic Reflex save). Those that fail the save also take 2d6 persistent fire damage.

LOIL, page 325.

Open Clockwork Cannoneer in the interactive creatures list or browse all creatures starting with C.