Oaken Bolter

Oaken Bolter

Medium construct
Challenge

STR
1
DEX
4
CON
2
INT
−4
WIS
0
CHA
−5

58
9d8+18
18
Soak
1
Fort
+3
Ref
+3
Will
−1
Defense note natural armor
Damage immunities poison; bludgeoning, piercing, and slashing from attacks that aren’t adamantine
Condition immunities bleeding, charmed, diseased, exhausted, frightened, paralyzed, petrified, poisoned

Speed 5 m.
Skills
Senses darkvision 10 m.
Languages understands one language of its creator but can’t speak

Magic Resistance. The oaken bolter has advantage on saving throws against spells and other magical effects.

Maneuvers. The oaken bolter uses maneuvers (maneuver save Difficulty 15). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Lancing Bolt only)

1 stamina die: distant shot, impaling shot, knockback, ricochet, spring attack

2 stamina dice: entangling shot, precision, snap shot

Actions (2)

Lancing Bolt. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 5/20 m. Hit: 15 (2d10 + 4) piercing damage. If the oaken bolter uses the grapple maneuver, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. Once on its turn, the oaken bolter can pull a creature grappled by it 4 meters closer. The oaken bolter can grapple only one creature at a time.

Explosive Bolt (Recharge 5–6). The oaken bolter launches an explosive charge at a point within 20 meters. Each creature within 2 meters of that point must make a Difficulty 15 Reflex saving throw. On a failure, a creature takes 28 (8d6) fire damage and is burning 2. On a success, a creature takes half as much damage and isn’t burning.

Forest, Grassland, Hill, Mountainmtof

Maneuvers

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a ranged weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die.

On a failure, it takes piercing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a ranged weapon attack to ricochet the attack toward another target.

On a hit, the attack ricochets toward another target, which must be within 5 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can attach some rope to a projectile and make a ranged weapon attack with it to entangle the creature.

On a hit, add one stamina die to the attack’s damage and if the creature is Large or smaller, the rope wraps around it as it is immobilized. The rope has no effect on creatures that are formless.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope, or one that can touch the creature, can also use an action to make a Brawn or Nimbleness check (its choice) against your maneuver Difficulty.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make a weapon attack against a creature, you can strike precisely. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As an action you can make two ranged weapon attacks made against two different targets.

Enhance

You can make an additional ranged weapon attack for every two additional stamina die expended, but you can only attack each creature once.