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- {
- "ac": 38,
- "alignment": "N",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": -5,
- "constitution": 6,
- "creature_ability": [
- "Wind-Up",
- "Bombard",
- "Muzzleburn",
- "Powder Blast"
- ],
- "creature_family": "Clockworks",
- "creature_family_markdown": "[Clockworks](/MonsterFamilies.aspx?ID=223)",
- "dexterity": 8,
- "exclude_from_search": false,
- "fortitude_save": 27,
- "hp": 250,
- "hp_raw": "250",
- "id": "creature-2404",
- "image": [
- "/Images/Monsters/ClockworkCannoneer.png"
- ],
- "immunity": [
- "death effects",
- "disease",
- "doomed",
- "drained",
- "fatigued",
- "healing",
- "mental",
- "necromancy",
- "nonlethal attacks",
- "paralyzed",
- "poison",
- "sickened",
- "unconscious"
- ],
- "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)",
- "intelligence": -5,
- "language_markdown": "",
- "level": 15,
- "markdown": "<title level=\"1\" pfs=\"\">[Clockwork Cannoneer](/Monsters.aspx?ID=2404)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nClockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional arms sufficient for battling creatures who wander out of the Mana Wastes, but recent increases in activity from the fleshforges of Nex and the necromantic chambers of Geb have spurred the people of the city into a flurry of defensive innovations. Created by an experimental collaboration between the city's gunsmiths and clockwork inventors, the clockwork cannoneer provides exceptional mobile firepower. Two cannon-arms swing at the sides of the 15-foot-tall automaton, and its body contains a hopper of cannonballs that are replenished by engineers when the creature is wound up for duty. Triple-walled reinforcement on the cannoneer's black-powder reservoirs provides ample protection from the accidental explosions and backfires that often troubled early prototypes of the finely engineered machine. The current design combines the long-range capabilities of field artillery with the stopping power of a firedrake against engaged enemies, and its heat-tempered gear assembly minimizes warping that might cause slipping, grinding, or shaking.\n\n While reports from living artillery members serving alongside clockwork cannoneers complain of blisters, smoke inhalation, and singed eyebrows, the Grand Duchy's chief clockwork machinists have assured the city's leadership that the constructs function well within safety parameters. The clockwork cannoneer's self-sufficient construction frees crews to see to those battlefield tasks that can, for the moment, only be conducted by sentient beings.\n\n Intelligence reports from Quantium and Absalom indicate that attempts to replicate the clockwork cannoneer's design have been spectacularly unsuccessful.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 39\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 37\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 34\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/ClockworkCannoneer.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 15\">[Clockwork Cannoneer](/Monsters.aspx?ID=2404)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 325</row>\n\n**Perception** +25; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\n\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +30\r\n\r\n<row gap=\"medium\">\r\n**Str** +7\r\n\r\n**Dex** +8\r\n\r\n**Con** +6\r\n\r\n**Int** -5\r\n\r\n**Wis** +4\r\n\r\n**Cha** -5\r\n</row>\r\n\r\n**Wind-Up** 24 hours, DC 33, standby\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 38 \r\n\r\n**Fort** +27 \r\n\r\n**Ref** +29 \r\n\r\n**Will** +23 \n\n</row>\r\n\r\n**HP** 250\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\r\n\r\n**Resistances**\r\nphysical 10 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)\r\n\r\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 15, [orichalcum](/Equipment.aspx?ID=378) 15\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nbore +28 ([Backswing](/Traits.aspx?ID=173), [Shove](/Traits.aspx?ID=193)),\r\n**Damage** 3d12+12 bludgeoning\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\ncannonball +29 ([range increment 100 feet](/Traits.aspx?ID=248)),\r\n**Damage** 6d12 bludgeoning\n\n**Bombard** <actions string=\"Two Actions\" /> ([Fire](/Traits.aspx?ID=72)) 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](/Rules.aspx?ID=329) Reflex save).\r\n\r\n**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.\r\n\r\n**Powder Blast** <actions string=\"Two Actions\" /> ([Fire](/Traits.aspx?ID=72)) The clockwork cannoneer spews flames from one of its cannons, dealing 8d6 fire damage in a 30-foot cone (DC 36 [basic](/Rules.aspx?ID=329) Reflex save). Those that fail the save also take 2d6 [persistent fire damage](/Conditions.aspx?ID=29).\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Safety and Innovation</title>\r\n\r\nEager to solve two operational challenges with one construction feature, Alkenstar's clockwork engineers connected a gear-driven barrel cleaning mechanism to the clockwork cannoneer's winding drive. Now, operators can be sure that as long as the construct is wound, it's safe to fire. This feature is just one of the marvels of automation demonstrated by the project, along with its self-loading cannonballs and automatic powder measuring systems.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"creature-family-223\" />",
- "name": "Clockwork Cannoneer",
- "npc": false,
- "perception": 25,
- "rarity": "rare",
- "reflex_save": 29,
- "release_date": "2022-11-16",
- "resistance": {
- "bludgeoning": 10,
- "physical": 10,
- "piercing": 10,
- "slashing": 10
- },
- "resistance_markdown": "physical 10 (except [adamantine](/Equipment.aspx?ID=374) or orichalcum)",
- "resistance_raw": "physical 10 (except adamantine or orichalcum)",
- "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n<trait label=\"Mindless\" url=\"/Traits.aspx?ID=108\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 325</row>\r\n\r\n**Creature Family** [Clockworks](/MonsterFamilies.aspx?ID=223)\r\n\r\n<row gap=\"medium\">\r\n**HP** 250\r\n\r\n**AC** 38\r\n\r\n**Fort** +27\r\n\r\n**Ref** +29\r\n\r\n**Will** +23\r\n\r\n**Perception** +25\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nClockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Huge"
- ],
- "skill": [
- "Athletics +30"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +30",
- "source": [
- "Impossible Lands"
- ],
- "source_raw": [
- "Impossible Lands pg. 325"
- ],
- "source_category": "Lost Omens",
- "source_markdown": "<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 325</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet",
- "speed_raw": "25 feet",
- "spell_markdown": "",
- "strength": 7,
- "strongest_save": [
- "ref",
- "reflex"
- ],
- "summary": "Clockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional …",
- "summary_markdown": "Clockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional …",
- "text": " Clockwork Cannoneer Clockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional arms sufficient for battling creatures who wander out of the Mana Wastes, but recent increases in activity from the fleshforges of Nex and the necromantic chambers of Geb have spurred the people of the city into a flurry of defensive innovations. Created by an experimental collaboration between the city's gunsmiths and clockwork inventors, the clockwork cannoneer provides exceptional mobile firepower. Two cannon-arms swing at the sides of the 15-foot-tall automaton, and its body contains a hopper of cannonballs that are replenished by engineers when the creature is wound up for duty. Triple-walled reinforcement on the cannoneer's black-powder reservoirs provides ample protection from the accidental explosions and backfires that often troubled early prototypes of the finely engineered machine. The current design combines the long-range capabilities of field artillery with the stopping power of a firedrake against engaged enemies, and its heat-tempered gear assembly minimizes warping that might cause slipping, grinding, or shaking. While reports from living artillery members serving alongside clockwork cannoneers complain of blisters, smoke inhalation, and singed eyebrows, the Grand Duchy's chief clockwork machinists have assured the city's leadership that the constructs function well within safety parameters. The clockwork cannoneer's self-sufficient construction frees crews to see to those battlefield tasks that can, for the moment, only be conducted by sentient beings. Intelligence reports from Quantium and Absalom indicate that attempts to replicate the clockwork cannoneer's design have been spectacularly unsuccessful. Recall Knowledge - Construct (Arcana, Crafting): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Clockwork Cannoneer Source Impossible Lands pg. 325 Perception +25; darkvision Languages 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 Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 --- Speed 25 feet Melee Single Action bore +28 (Backswing, Shove), Damage 3d12+12 bludgeoning Ranged Single Action cannonball +29 (range increment 100 feet), Damage 6d12 bludgeoning 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). 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 Two Actions (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. Safety and Innovation Eager to solve two operational challenges with one construction feature, Alkenstar's clockwork engineers connected a gear-driven barrel cleaning mechanism to the clockwork cannoneer's winding drive. Now, operators can be sure that as long as the construct is wound, it's safe to fire. This feature is just one of the marvels of automation demonstrated by the project, along with its self-loading cannonballs and automatic powder measuring systems. ",
- "trait": [
- "Clockwork",
- "Construct",
- "Mindless",
- "Rare",
- "N",
- "Huge"
- ],
- "trait_markdown": "[Clockwork](/Traits.aspx?ID=331), [Construct](/Traits.aspx?ID=35), [Mindless](/Traits.aspx?ID=108), [Rare](/Traits.aspx?ID=137)",
- "trait_raw": [
- "Clockwork",
- "Construct",
- "Mindless",
- "Rare"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=2404",
- "vision": "Darkvision",
- "weakest_save": [
- "will"
- ],
- "weakness": {
- "electricity": 15,
- "orichalcum": 15
- },
- "weakness_markdown": "[electricity](/Traits.aspx?ID=56) 15, [orichalcum](/Equipment.aspx?ID=378) 15",
- "weakness_raw": " electricity 15, orichalcum 15",
- "will_save": 23,
- "wisdom": 4
- }
|