Siegebreaker
When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in.
- AC
- 34
- HP
- 300
- Perc
- +24
- Fort
- +25
- Ref
- +28
- Will
- +23
- STR
- +2
- DEX
- +5
- CON
- +4
- INT
- +5
- WIS
- +2
- CHA
- +0
- light mace +27 2d4+18 bludgeoning
- fist +25 1d4+18 bludgeoning
- alchemical grenade +27 3d6 acid, cold, or fire 60 ft
- AC
- 34
- HP
- 300
- STR
- +2
- DEX
- +5
- CON
- +4
- INT
- +5
- WIS
- +2
- CHA
- +0
When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in. These masters of alchemical destruction find that the bigger and more protected the wall, the more satisfying it is to break it.
AC 34
Fort +25
Ref +28
Will +23
Resistances alchemical items 10
HP 300
Explosive Compounds When an attacker scores a critical hit against the siegebreaker, one of the siegebreaker's alchemical grenades bursts. The GM determines the grenade randomly. The siegebreaker takes damage from the grenade as though they were hit by the grenade (applying their resistance normally), and any creature in a 10-foot emanation takes the splash damage.
Speed 25 feet