Turret, Crossbow
From David's Notebook
Jump to navigationJump to search
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/-3 |
Attack | Bolt +1 ranged (1d8) |
Full Attack | 2 bolts +1 ranged (1d8) |
Space/Reach | 5 ft./0 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 turret is a sophisticated mechanical construct that tracks moving targets, and fires crossbow bolts at intruders. The turrets are usually deployed in pairs (to cover each other) and in places that are not easily accessible.
Aiming
The turret takes a move action to aim at a target square and cannot aim at adjacent squares. Grappling the turret prevents it from aiming (and firing).
Motion sense
The turret 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 turret can be disabled by a successful Disable Device check (DC 15).