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
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."