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SGttEH 333

Living Artillery
LARGE ABERRATION & HUMANOID CHAOTIC NEUTRAL

Once humanoid, now grotesque monsters, the living artilleries are the result of the Obitus Scholare's first attempts at creating super-soldiers. Transformed beyond recognition, their bodies now boast multiple striking limbs and a heavy firearm grafted upon their bones.

Originally intended as weapons against the scourge of Luyarnha, the living artillery proved nearly impossible to control, as vestiges of their former selves still clung to their mutated forms, yearning for liberation from their gruesome fate. Hence, they are constrained and caged until they are needed. Whilst they ultimately failed to fulfill their creators' desires, these abominations have proven useful as cannon fodder on the battlefield, instinctively seeking lethal enemies as their desire for their life to end drives them towards ever more powerful foes. But one must be wary, for the living artillery are unstable, and in their quest for ultimate release, they often turn against those who would call themselves their "allies".

Variant: Gatling Gun. The living artillery can have a gatling gun grafted to its arm instead of a cannon.


Armor Class: 14 (Studded Leather)

Initiative: +2 (12)

Hit Points: 112hp (15d8+45) 15d8+45

Speed: 30 ft, Climb 30 ft, 60 ft (run), Climb 60 ft (scramble)

Challenge: 6 (XP 2300; PB +3)
    MOD SAVE
STR 15 +2 +2
DEX 14 +2 +2
CON 16 +3 +6
    MOD SAVE
INT 3 -4 -4
WIS 13 +1 +1
CHA 3 -4 -4

Skills: Acrobatics +8, Athletics +8

Resistances: Bludgeoning, Piercing, Slashing


Traits

Freedom of Movement. The living artillery ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Grappler. he living artillery has advantage on attack rolls against any creature grappled by it.

Self-Destruct. When the living artillery is reduced to 0 hit points, its unstable body detonates. Each creature within 20 feet of the living artillery must make a DC 14 Dexterity saving throw, taking 28 ( 8d6 ) fire damage on a failed save, or half as much damage on a successful one.


Actions

Multiattack. The living artillery makes four attacks: three with its tentacles and one with its cannon.

Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) slashing damage. Instead of dealing damage, the living artillery can grapple the target if it’s a creature (escape DC 16). The living artillery can have up to three creatures grappled at a time.

Cannon. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 21 (3d12 + 2) piercing damage and the living artillery rolls a d6. On a roll of 3 or higher, the ammunition detonates and each creature within 10 feet of the target must succeed on a DC 13 Dexterity saving throw or take 9 ( 2d8 ) fire damage. Flammable objects in the area take 9 ( 2d8 ) fire damage.

Gatling Gun (Variant). Ranged Weapon Attack: +5 to hit, range 120/360 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Until the start of its next turn, at the start of each creature’s turn, the living artillery can make this attack again. Each time it makes this attack, it rolls a d6. On a roll of 1, the gun stops early and can’t fire again until it uses this action again.


Bonus Actions

Engage. If the living artillery has all its hit points, it moves up to its speed without provoking opportunity attacks.


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