CREATURE 15
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
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.