Admiral Squish
2014-11-06, 10:39 PM
Waddlebang
Size/Type:
Medium Construct
Hit Dice:
2d10+20 (31 HP)
Initiative:
+0
Speed:
10 ft (2 squares)
Armor Class:
15 (+5 Natural), 10 touch, 15 flat-footed
Base Attack/Grapple:
+1/+4
Attack:
Bite +4 melee (1d4+4)
Full Attack:
Bite +4 melee (1d4+4)
Space/Reach:
5 ft/5 ft.
Special Attacks:
Siege Form
Special Qualities:
Construct Traits, Darkvision 60, Low-Light Vision
Saves:
Fort +0, Ref +0, Will +1
Abilities:
Str 16, Dex 10, Con -, Int 6, Wis 12, Cha 6
Skills:
Spot +6
Feats:
1
Environment:
Any
Organization:
Solitary
Challenge Rating:
1
Treasure:
None
Alignment:
Any (same as creator)
Advancement:
3-6 HD (Small)
Level Adjustment:
-
A waddlebang largely resembles a fat, tailless alligator, it's body made of many thick bands of solid iron that shift this way and that over each other as four small, reptilian feet pull it's heavy bulk along the ground. A wide, metal-fanged mouth leads it as it moves, opening to reveal a cylindrical hole. Armored, waterproof containers on its sides can securely hold enough black powder and cannonballs to fire the waddlebang five times.
Siege Form: A wagglebang's primary use is as a living siege weapon. As a move action while standing firmly on the ground, the waddlebang can fuse the rings making it's body into a single resilient barrel. While fused in this way, the waddlebang can be loaded, aimed, and fired like a cannon. It's treated as a cannon while fused, but it retains all its normal statistics, though it cannot take actions other than those described below. The waddlebang is considered to be crewing the cannon, and can spend actions to load, aim, and fire itself. It is considered to be proficient with itself. A waddlebang can return to its normal state as a move action, automatically depositing any ammunition or powder the cannon is currently loaded with into it in its square as part of this action. A waddlebang that misfires immediately returns to normal and cannot fuse until its cannon component is repaired, a process requiring 8 hours of work and 100 GP of materials.
Construction
A waddlebang's body is made from specially forged iron or bronze bands and brought to life by a pint of it's creator's blood. The materials cost is 2000 GP, and requires a DC 20 craft (metalworking) check.
A waddlebang with more than two hit dice can be created, but each additional die adds 2000 gp to the cost to create.
Craft Construct, arcane eye, mending; Price — (never sold);
Cost 1,250 gp + 93 XP.
See siege engines (http://www.d20pfsrd.com/gamemastering/other-rules/siege-engines) for complete explanation of siege engine operation.
NameDamageCriticalRangeTypeCrewAimLoadSpeed
Cannon6d6x4100 ftB&P21310 ft
Size/Type:
Medium Construct
Hit Dice:
2d10+20 (31 HP)
Initiative:
+0
Speed:
10 ft (2 squares)
Armor Class:
15 (+5 Natural), 10 touch, 15 flat-footed
Base Attack/Grapple:
+1/+4
Attack:
Bite +4 melee (1d4+4)
Full Attack:
Bite +4 melee (1d4+4)
Space/Reach:
5 ft/5 ft.
Special Attacks:
Siege Form
Special Qualities:
Construct Traits, Darkvision 60, Low-Light Vision
Saves:
Fort +0, Ref +0, Will +1
Abilities:
Str 16, Dex 10, Con -, Int 6, Wis 12, Cha 6
Skills:
Spot +6
Feats:
1
Environment:
Any
Organization:
Solitary
Challenge Rating:
1
Treasure:
None
Alignment:
Any (same as creator)
Advancement:
3-6 HD (Small)
Level Adjustment:
-
A waddlebang largely resembles a fat, tailless alligator, it's body made of many thick bands of solid iron that shift this way and that over each other as four small, reptilian feet pull it's heavy bulk along the ground. A wide, metal-fanged mouth leads it as it moves, opening to reveal a cylindrical hole. Armored, waterproof containers on its sides can securely hold enough black powder and cannonballs to fire the waddlebang five times.
Siege Form: A wagglebang's primary use is as a living siege weapon. As a move action while standing firmly on the ground, the waddlebang can fuse the rings making it's body into a single resilient barrel. While fused in this way, the waddlebang can be loaded, aimed, and fired like a cannon. It's treated as a cannon while fused, but it retains all its normal statistics, though it cannot take actions other than those described below. The waddlebang is considered to be crewing the cannon, and can spend actions to load, aim, and fire itself. It is considered to be proficient with itself. A waddlebang can return to its normal state as a move action, automatically depositing any ammunition or powder the cannon is currently loaded with into it in its square as part of this action. A waddlebang that misfires immediately returns to normal and cannot fuse until its cannon component is repaired, a process requiring 8 hours of work and 100 GP of materials.
Construction
A waddlebang's body is made from specially forged iron or bronze bands and brought to life by a pint of it's creator's blood. The materials cost is 2000 GP, and requires a DC 20 craft (metalworking) check.
A waddlebang with more than two hit dice can be created, but each additional die adds 2000 gp to the cost to create.
Craft Construct, arcane eye, mending; Price — (never sold);
Cost 1,250 gp + 93 XP.
See siege engines (http://www.d20pfsrd.com/gamemastering/other-rules/siege-engines) for complete explanation of siege engine operation.
NameDamageCriticalRangeTypeCrewAimLoadSpeed
Cannon6d6x4100 ftB&P21310 ft