Light Crossbow Turret | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Light Crossbow Turret CR: 1/4

Tiny construct, neutral
Armor Class: 15
Hit Points: 2 + your Intelligence modifier per Artificer level.
Speed: 0 ft

STR

6 -2

DEX

14 +2

CON

10 +0

INT

0 -5

WIS

0 -5

CHA

0 -5

Saving Throws: Can not make Saving Throws
Skills: Can not make Skill Checks.   Passive Perception: 12
Damage Resistances: Cold, Fire, Thunder and Non-magical Piercing & Slashing
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned
Senses: Sight (240 feet)
Languages: --
Challenge Rating: 1/4

Notice: All special abilities of the turret are activated by its creator. "You" and "Your" refer to the creator, not the Light Crossbow Turret.   Activation Sequences: As an action, you activate the turret by placing it on a mostly flat, horizontal surface and tap it to turn it on. The turret is placed in the initiative directly after you. You can deactivate the turret as a bonus action by tapping it again, where it will return to its collapsed state.   Default State: As a bonus action, you can set your turret's default activation state to either Proximity or Stand Down. If the turret has a state that can not activate for any reason, the turret uses its default state to dictate its actions.   Give Orders: As a bonus action, you can set the turret's state using a mental link. You can use this ability from up to 300 feet away.   Move: Creatures can pick up the turret as a bonus action and put it down as a free action. Creatures that are size Small or smaller must use both hands to hold it. The turret fires normally while held.   Non-Hostile Memory (NHM): The turret can hold a list of of non-hostile creatures within its internal memory. As an action, you may either add one creature to this list by scanning it into memory or remove one creature from memory. The amount of creatures it can store in the list is equal to twice your Intelligence modifier. You are always counted as non-hostile, and do not need to be added to this list. Creatures stored in NHM will never be automatically targeted by the turret.   Reload: The turret has 9 bolts that it keeps in an internal magazine. As an action, you can switch out its magazine. Empty magazines take 30 seconds to reload.   States: The turret can be set to the following states:

  • Proximity: The turret will attack the nearest creature up to 60 feet away.
  • Lock Target: The turret will target a creature that you designate and attack them. It fires at its target until you believe that the creature is no longer a threat, then it switches to its default state. This state can override NHM.
  • Long Range: The turret will attack the nearest creature up to 240 feet away.
  • Stand Down: The turret does not fire under any circumstance.
Tinkering - Cycling Bolt Loading: When you reach artificer level 11, the turret can attack three times per attack action.

Actions

Light Turret Crossbow. Ranged Weapon Attack: + your technology modifier, ranged 60/240 ft., one target. Hit: (4) 1d4+2 piercing damage.

A small, light turret built for ease of movement. It is lightly armored and its weapon sits 1 foot above the ground when deployed. Weighs 10 lbs. The turret is the size of a fanny-pack when deactivated.   This turret can be moved quickly and effectively, and remains accurate while held. To accomplish this, much of the armor and fire-power was stripped from the device.

Created by

risaskolir.

Statblock Type

Monster

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