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Arcane Ballista Actions

Large construct, unaligned Arcane Bolt. Ranged Weapon Attack: (+8) to hit, range
120/480 ft., one target. Hit: 26 (4d10 + 4) piercing
Armor Class 17 damage.
Hit Points 133(14d10 + 56)
Speed 0ft. Lightning Bolt (1/Day). The arcane ballista shoots a line
of lightning that is 120 feet long and 10 feet wide.
Each creature in that line must succeed on a DC 16
STR DEX CON INT WIS CHA Dexterity saving throw, taking 54 (12d8) lightning
14 (+2) 18 (+4) 19 (+4) 3 (-4) 10 (+0) 1 (-5) damage on a failed save, or half as much damage on a
successful one.
Damage Immunities Poisen, Psychic Arcane Shot (3/Day). As a bonus action, when the
Condition Immunities Charmed, Exhaustion, Frightened, arcane ballista hits a target with a ranged weapon
Paralyzed, Petrified, Poisend attack, it can choose one from the following three
Senses passive Perception 10 effects:
Languages -
Bursting Bolt. The target and all other creatures
within 15 feet of it take an extra 10 (3d6) force
Magic Resistance. The arcane ballista has advantage on damage each and must succeed on a DC 16
saving throws against spells and other magical effects. Strength saving throw or be knocked prone.
Immutable Form. The Arcane Ballista is immune to any Flaming Bolt. The target takes an extra 11 (2d10) fire
spell or effect that would alter its form. damage and catches fire; until someone takes an
action to douse the fire the creature takes 5 (1d10)
Magic Weapons. The arcane ballista's weapon attacks fire damage at the start of each of its turns.
are magical. Thunder Bolt. Thunder Bolt. If the target is a creature,
Siege Monster. The arcane ballista deals double damage it takes an extra 10 (3d6) thunder damage and the
to objects and structures. creature must succeed on a DC 16 Constitution
saving throw or be stunned until the start of the
arcane ballista's next turn.

Wondrous item, very rare


The Arcane Ballista is a magic, 10-foot-tall, siege weapon that
turns into an animate construct when piloted. The ballista has
1 sit, from which one Medium creatures can control it.

Controlling the Ballista. When you are piloting the ballista, you
can command it by using the controls. During your turn, you
can as an action, command the ballista to take one of the
actions in its stat block.

While there are no creatures on the controls the ballista, it is


an inert object.
In combat, the ballista shares your initiative count, but it takes
its turn immediately after yours. It can use its bonus action on
its own if the piloting creature choose to (no action required),
but it takes no actions, unless you take a action on your turn to
command it to take a action.

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