Skeleton Cannoneer

Grim Hollow: Lairs of Etharis p. 87 (Third Party)

Size
Medium
Type
undead
Alignment
lawful evil
AC
14 (rotting buff coat)
Hit Points
52 (8d8+16)
Speed
walk 30 ft.
Skills
Perception +3
Immunities
Poison
Vulnerabilities
Bludgeoning
Condition Immunities
Exhaustion, Poisoned
Senses
darkvision 120 ft.
Passive Perception
13
Languages
understands languages it knew in life but can't speak
Challenge
2
Lineage
Skeleton
STR
12
+1
DEX
16
+3
CON
15
+2
INT
8
−1
WIS
13
+1
CHA
5
−3

Traits

Proficiency Bonus

+2

Dead Firearms

The cannon and pistol a skeleton cannoneer uses are nonfunctional as ranged weapons for a creature other than a skeleton cannoneer. For the skeleton cannoneer, the pistol never needs to be reloaded.

Actions

Load

The skeleton cannoneer loads the dead cannon.

Dead Cannon

The skeleton cannoneer fires its loaded cannon at a point it can see within 500 feet of it, but no closer than 50 feet from it. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Alternatively, the cannoneer can choose the cannon as the point of fire. Doing so means the shot goes off inside the cannon, destroying it and increasing each type of damage by 3 (1d6).

Pistol Club

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 3 (1d6) necrotic damage.

Dead Pistol

Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) necrotic damage.

Other data

description

"A line of skeletons marches into the town square with military precision. They raise rifles and take aim at the temple in unison."