Culverin

Grimy Musketeer, Medium Biological Underling (Tier 2, CR 1)

Core Numerics

StatValueStatValue
Tier2Hit Points33 HP
Initiative+8Speed30 ft.
Damage (base)8Damage (mod)+4

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+6+0+4+8+4+4

Defenses

DefenseValueDefenseValueDefenseValue
AC14Aegis3Fort15
Ref15Will15DC15

Anatomy

Head (+4): +50% damage to headshots. Artery (Secret: DC) (+4): Has 6 HP. If destroyed, target has DoT (6, until healed with psionics) Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10, 1 round). Tool (gun) (+2): Has 3 HP, required to use certain actions.

Traits

None: What? Not everyone’s special.

Actions

Gun: Major action - Ranged weapon attack, one arm, gun, 40 ft. range, single-target, 12 damage. Caltrops: Major action - Ranged weapon attack, one arm, 40 ft. range, all targets within 10 ft. radius, 4 damage, area is difficult terrain for 3 rounds. Blood and Vinegar: Reaction - Martial ability, the Culverin chooses one negative condition on itself and reduces its duration by 1 round.

Tactics

A standard ranged attacker that kites and shoots, trading breathing room to kite for higher damage. If the player closes in, move out before using Caltrops on them.

Drops

30 EXP, 5 T2 Grist, 10 T1 Grist, 30 BG

Description

There comes a point when Remings learn how to use traps alongside their guns. This also comes with a growth spurt that leaves them looking like they went through a strainer.