Gnome Cannon Corps

Level 7
Creature· gnomeGargantuanRemaster
AC
24
HP
120
Speed
25 ft.
Perception
+15
Fort
+12
Ref
+15
Will
+18
Weaknesses area-damage 8, splash-damage 8
Languages common, fey, gnomish
Senses low-light-vision
Skills arcana +17, crafting +15, acrobatics +13
Recall Knowledge DC 23 (society)

Abilities

Troop Defenses

HP 120 (4 segments); Thresholds 80 (3 segments), 40 (2 segments)

Troop Movement
Arcane Explosion◆◆◆

Aiming the gnome cannons toward the enemy, loading them, and firing them requires the troop's full attention. The cannons fire a 15-foot burst of bright magic within 200 feet that deals (2d12+2)[force|options:area-damage] damage (DC 22 reflex save). A creature that fails their save is also Dazzled for 1 round; this is a light and visual effect. The area of the explosion seems to twist and ripple for 1 minute afterward. A creature that attempts to move through the space must succeed at a DC 22 wi

Cannon Vent

1 to 3

Frequency once per round


Effect The gnome engineers vent the cannons' energy in a blast that hits all creatures in a 5-foot emanation (DC 22 reflex save). The damage depends on the number of actions.

1 (1d6+2)[fire|options:area-damage] damage

2 (2d6+8)[fire|options:area-damage] damage

3 (3d6+10)[fire|options:area-damage] damage

Direct Hit◆◆

The gnomes fire a more mundane round from one of their cannons at a single target within 60 feet, who takes (3d10+6)[bludgeoning] damage (DC 22 reflex save). On a failed save, the creature is also pushed 5 feet away from the troop.

Inventive gnomes blend engineering and fey magic to create wondrous cannons, whose colorful blasts dazzle foes while creating areas of warped terrain. Only the cleverest generals understand how to use cannon corps to great advantage in unconventional warfare.