Turret, Crossbow: Difference between revisions
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'''Disabling''' |
'''Disabling''' |
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The turrent can be disabled by a successful Disable Device check (DC 15). |
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<div class="ogcfooter">[[Open Game Content]]</div> |
<div class="ogcfooter">[[Open Game Content]]</div> |
Revision as of 22:14, 7 June 2006
Information in this section contains spoilers for the Northwatch Chronicles campaign.
Information in this section is for DMs.
Size/Type | Small Construct |
---|---|
Hit Dice | 1d10+10 (15 hp) |
Initiative | +0 |
Speed | 0 ft. (immobile) |
Armour class | 13 (+1 size, +2 natural armour), touch 11, flatfooted 13 |
Base Attack/Grapple | +0/+1 |
Attack | Bolt +0 ranged (1d8) |
Full Attack | 2 bolts +0 ranged (1d8) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | |
Special Qualities | Damage reduction 5/bludgeoning, motion sense 120 ft. |
Saves | Fort +0, Ref +0, Will -5 |
Abilities | Str 12, Dex –, Con –, Int –, Wis 1, Cha 1 |
Skills | — |
Feats | — |
Environment | Any |
Organization | Pair |
Challenge Rating | 1 |
Treasure | None |
Alignment | Always neutral |
Advancement | — |
Level Adjustment | — |
{{{Footnotes}}} |
The crossbow turrent is a sophisticated mechanical construct that tracks moving targets, and fires crossbow bolts at intruders. The turrents are usually deployed in pairs (to cover each other) and in places that are not easily accessible.
Aiming
The turrent takes a move action to aim at a target square and cannot aim at adjacent squares. Grappling the turrent prevents it from aiming (and firing).
Motion sense
The turrent can track motion at up to 120 ft away. Targets which remain motionless for a full round are no longer detectable. Note that spell casting and attacking are considered motion.
Disabling
The turrent can be disabled by a successful Disable Device check (DC 15).