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Siegebreaker

When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in.

commonHumanHumanoid
Lvl 14HumanHumanoid
AC
34
HP
300
Perc
+24
Fort
+25
Ref
+28
Will
+23
STR
+2
DEX
+5
CON
+4
INT
+5
WIS
+2
CHA
+0
Speed25 ft
Actions
  • 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