Trebuchet (3.5e Creature)

Trebuchets are mighty monsters of siege, with unrivaled power and precision. They are easy to load and easy to use. Their great size and power is also what makes them ungainly and hard to transport.

Trebuchet
Size/Type: Gargantuan Construct (Siege)
Hit Dice: 30d10+60 (225 hp)
Initiative: As operator
Speed:
Armor Class: 21 (-4 size, -5 Dex, +20 natural), touch 1, flat-footed 21
Base Attack/Grapple: +22/—
Attack: Bundled shot +13 melee (15d6)
Full Attack: Bundled shot +13 melee (15d6)
Space/Reach: 20 ft./100 ft.
Special Attacks: Bundled shot, diseased payload, flaming payload, range 100 ft., siege weapon
Special Qualities: Construct traits, hardness 7, object
Saves: Fort +10, Ref —, Will —
Abilities: Str 18, Dex —, Con —, Int —, Wis —, Cha
Skills:
Feats:
Environment: Any
Organization: One trebuchet and 4-8 operators
Challenge Rating: 15
Treasure:
Alignment: None
Advancement:
Level Adjustment:
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A trebuchet is a giant construction that launches a large sling filled with multiple projectiles over enormous distances by the use of counterweight as the trigger. A trebuchet stands about 35 feet tall and weighs about 80,000 pounds. A trebuchet can be purchased in whole for 20,000 gold pieces, or constructed for half as much in raw resources.

Combat

When fired, a trebuchet looses a bundle of multiple projectiles from a large sling mount. A trebuchet does not target specific creatures, but rather the terrain itself. A trebuchet targets a Gargantuan square (1 AC: -4 size, -5 Dex) within its reach. A trebuchet's theoretical max range is a function of its attack bonus, its range increment and the Armor Class of the square it targets. Trebuchets require operators to attack, a trebuchet without operators ceases to be considered a construct creature and is instead an unattended object. Trechubets automatically fail all Reflex saves as they are immobile.

Trebuchets are treated as having a reach equal to its range increment. This is the effective minimum range of the trebuchet's attack, and any creature that ventures within its minimum range can no longer be targeted.

Magical effects such as true strike are not applicable to shots made with a trebuchet.

Bundled Shot: The trebuchet's bundled shot pelts the targeted area with multiple scattered projectiles, dealing 15d6 damage to any creature or object within 30 feet of the blast epicentre (the center of the targeted square). Creatures are entitled to make a DC 25 Reflex save for half damage. The save DC is Constitution-based.

Diseased Payload: Using diseased and bloated corpses that have been left to rot, trebuchets can be used in a form of crude biological warfare. When loaded with corpses, a trebuchet's volley only deals 5d6 damage, but any creature dealt damage that fails a DC 25 Fortitude save becomes diseased. On a failed save, roll a d6, each possible outcome tied to a particular ability score. The incubation time is 1d4 minutes, and the ability damage done by the disease at subsequent failed saves is 1d6 primary and secondary damage to the ability score rolled.

Flaming Payload: The ammunition on the trebuchet's scoop can be made aflame with 5 pints of oil. Doing this will add an additional 5d6 fire damage to the trebuchet's normal damage, but will tardy the reloading process by 1 additional round.

Hardness: As an object, the trebuchet has an item hardness rating of 7. The trebuchet takes only half damage from electricity and fire, but fire damage may cause it to catch on fire with the normal percentage chance as it is mostly made of wood. Trebuchets take only one quarter damage from cold. Adamantine weapons ignore a trebuchet's hardness rating.

Object: The trebuchet is not a creature by itself, but is treated as a construct creature when it is in combat and has a crew operating it. Trebuchets require operators to attack, a trebuchet without operators ceases to be considered a construct creature and is instead an unattended object. Trebuchets are immune to all spells and effects that can't be used on normal objects. Trebuchets only need to make saving throws against spells or effects if the spells or effects in question work on normal objects. The trebuchet's operators can be targeted as normal, and save as creatures of their creature type as normal.

Range: A trebuchet has a range increment of 100 ft, an effective range of 1200 ft. and a maximum range of 1700 ft.

Siege Weapon: A trebuchet is considered a siege weapon. A trebuchet requires 2d4 rounds to reload after firing when manned by a normal crew (4 people). A full crew (8 people) can reduce the reloading time by 2 rounds (to a minimum of 2).


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