Fiendish beings made from mortal folk who chose to or were tricked into fealty to Devils, soldiers of the Stygian Legions are impressive soldiers. Although many are assassins or legionaries, some are equipped for specific tasks, such as sieges. Stygian Artillerists are some of these specialist soldiers, equipped in the heaviest armour that can be forged, and equipped with enormous cannons designed to bring down the walls of the Heavens themselves, should they ever get the opportunity. Although they are slow and have terrible mobility, they are often accompanied by squadrons of Stygian Legionaries to guard them while they load and fire their terrible weapons, and to help them in and out of their enormous plated armour.
STYGIAN ARTILLERIST Medium humanoid (Stygian, devil), Lawful Evil Armour Class 22 (juggernaut plate) Hit Points 52 (8d8 + 16) Speed 10 ft. Str 15 (+2); Dex 14 (+2); Con 14 (+2); Int 12 (+1); Wis 12 (+1); Cha 10 (+0) Skills Intimidation +3, Perception +4 Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons Senses Darkvision 30ft., passive Perception 14 Languages Infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness does not impede a stygian artillerist's vision. Infernally Hardened. A Stygian artillerist has advantage on saving throws against any effect that includes becoming frightened. ACTIONS Load. The Stygian artillerist can use their Stygian cannon attack next round. For this round, the Stygian artillerist cannot take reactions. Stygian cannon. The Stygian artillerist fires a bright streak which flashes to a point up to 150 feet away, which is bathed in a hellish explosion. Each creature and object in a 20-foot radius sphere centered on that point must make a Dexterity saving throw (DC 15). A target takes 7 (2d6) points of force damage, as well as 28 (8d6) points of fire damage on a failed save, or half damage on a successful one. Celestial targets take an additional 10 (3d6) points of damage from this weapon. The fire spreads around corners, and ignites flammable objects in the area that aren't being worn or carried. After making this attack, the Stygian artillerist cannot use this action again until they have taken the Load action. Barrel Bash. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage, and the target must make a Strength saving throw (DC 13) or become prone. Also posted on Game Masters Stash on 22 October 2021. Comments are closed.
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