Part 4 · Monsters & Creatures
Cannoneer
Cannoneer
Humanoid, Medium
- Senses
- Passive perception 11
- Speed
- 30 feet walking
- Skills
- Survival +4, Technology +2
- Languages
- Bilgewater
Defenses
Saving Throws: Constitution +3
Characteristics
Mastery - Medium Cannon. The Cannoneer is capable of using the Mastery (Push) property when wielding a Medium Cannon.
Quick Hands. The Cannoneer can reload a firearm it's wielding with a bonus action.
Attacks
Medium Cannon. Ranged Weapon Attack, +5 to hit, 80/340 ft. reach, one target. On a hit, deals 13 (2d10+2) Bludgeoning damage. Additionally, all creatures within a 5-foot radius of the point hit must make a DC 13 Dexterity saving throw, taking 13 (2d10+2) Fire damage on a failure and half as much on a success. The attack's target automatically fails the saving throw. Ammunition: 20 cannon rounds.
Equipment and Loot
When looted, the Cannoneer has a 70% chance of the items below yielding only crafting components, a 20% chance of the items being intact, or a 10% chance of them being too damaged for use, requiring repair:
Medium Cannon. Firearm.
Cannonballs. 2d10, Cannon ammunition.
Runes
Runic Pulse: Agate Pulse (1d6 Bludgeoning and Fire damage)
Runes: Bloodthirst, 2 uses.
