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ELDRITCH CANNON

ELDRITCH CANNON Small/Tiny magic object, 0 xp

  • Armor class 18 (naturalk armor)
  • Hit points 30 (5 x Artificer Lvl.)
  • Speed 15 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Damage Immunities: poison, psychic

Condition Immunities: all

Languages: -

Challenge: (0 xp)

Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

If the mending spell is cast on it, it regains 2d6 hit points.
It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Actions

Flamethrower
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector
The cannon emits a burst of positive en­ergy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to ld8 + your Intelligence modifier (minimum of +l).