Skeleton Cannoneer

Medium undead, Lawful Evil

Armor Class

14 (rotting buff coat)

Hit Points

52 (8d8 + 16)

Speed

walk 30 ft.

Skills

perception +3

Damage Vulnerabilities

Bludgeoning

Damage Immunities

Poison

Condition Immunities

Exhaustion, Poisoned

Senses

darkvision 120 ft.

Languages

understands languages it knew in life but can't speak

Challenge

2

Proficiency Bonus

+2

Dead Firearms

The cannon and pistol a skeleton cannoneer uses are nonfunctional as ranged weapons for a creature other than a skeleton cannoneer. For the skeleton cannoneer, the pistol never needs to be reloaded.

Actions

Load

The skeleton cannoneer loads the dead cannon.

Dead Cannon

The skeleton cannoneer fires its loaded cannon at a point it can see within 500 feet of it, but no closer than 50 feet from it. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Alternatively, the cannoneer can choose the cannon as the point of fire. Doing so means the shot goes off inside the cannon, destroying it and increasing each type of damage by 3 (1d6).

Pistol Club

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 3 (1d6) necrotic damage.

Dead Pistol

Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) necrotic damage.