Clockwork Cannoneer
Mindless and immune to mental tricks, disease, and poison, this automaton needs no morale to keep lobbing explosive shot downrange.
The clockwork cannoneer is a walking siege engine, a brass-and-iron automaton built around a cannon barrel and wound to rain explosive shot across a battlefield.
In play
Bombard [Two Actions] (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).
Level 15
Perception +25 · Senses darkvision · Skills Athletics +30
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +7 | +8 | +6 | -5 | +4 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 38 | +27 | +29 | +23 |
HP 250 · Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious · Resistances physical 10 (except adamantine or orichalcum) · Weaknesses electricity 15, orichalcum 15
Speed 25 feet
Actions
- Melee Bore [Single Action] +28 (Backswing, Shove), Damage 3d12+12 bludgeoning
- Ranged Cannonball [Single Action] +29 (range 100 ft), Damage 6d12 bludgeoning
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