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Animated Ghaunadaur Statue

WDMM
U
TypeUnknown
SourceWDMM
TailleL
Classe d'Armure17
Points de Vie50

Automatic Ballista

HBTD
SW
TypeSiege Weapon
SourceHBTD
TailleL
Classe d'Armure15
Points de Vie50
Description

Aiming the Automatic Ballista requires the Utilize action. Then a creature can take the Ballista Bolt action.

Ballista

DMG
SW
TypeSiege Weapon
SourceDMG
TailleL
Classe d'Armure15
Points de Vie50
Description

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Ballista

XDMG
SW
TypeSiege Weapon
SourceXDMG
TailleL
Classe d'Armure15
Points de Vie50
Description

A Ballista is a massive crossbow that fires heavy bolts. Loading a Ballista requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Ballista Bolt action.

Ballista (Firework)

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleL
Classe d'Armure15
Points de Vie50
Description

In settings with gunpowder technology, ballista bolts can be fitted with fireworks that increase the range of the weapon and detonate shorty after being fired.

Ballista (Harpoon)

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleL
Classe d'Armure15
Points de Vie50
Description

The large bolts of a ballista are easily attached to ropes or chains and fitted with barbed heads to create harpoons ideal for attaching to ships and larger creatures such as giants or whales, either to allow creatures to climb along the ropes or to pull the target closer.

Bass Cannon

Wyldefarne
SW
TypeSiege Weapon
SourceWyldefarne
TailleL
Classe d'Armure15
Points de Vie[object]
Description

200lb, Legendary, requires attunement by a character proficient in an instrument

The Bass Cannon is a large, heavy box that weighs 200lbs. On one end is a disc that vibrates at powerful magical frequencies, which when used correctly, emit a devastating blast that has evaporated entire audiences.

Before it can be fired, it must be primed and aimed. It takes one action to prime the Bass Cannon, one action to aim it, and one ation to fire it. The Bass Cannon can only be fired once per round.

The Bass Cannon has wheels that allow it to be moved. When pushing or pulling the Bass Cannon, it can be moved a number of feet up to to the strength score of the creature moving it. If multiple characters are moving the Cannon, the strength scores are added together up to 30ft.

If the Bass Cannon is reduced to 0 hit points, it becomes inoperable until it is repaired. It can be repaired by taking an hour to fix the damage. This will take 100gp worth of materials such as steel, copper, hardwoods, or similar construction materials of high quality.

Black Ice Ram

CallfromtheDeep
SW
TypeSiege Weapon
SourceCallfromtheDeep
TailleL
Classe d'Armure15
Points de Vie100
Description

A ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains.

The log is shod in iron and used to batter through doors and barricades.

It takes a minimum of four Medium creatures to operate a ram. Because of the gallery roof, these operators have total cover against attacks from above.

Sourced from Icewind Dale, black ice is a substance formed from the dust of Crenshinibon, the crystal shard, a source of supreme evil. When Crenshinibon was destroyed, the remnants of the crystal were flung far and wide, tainting the nearby ice, causing it to become metallic and corrupting. Black ice is mined by the dwarves of Icewind Dale, who are oblivious, or choose it ignore, its maddening properties.

A weapon made of black ice deals an extra 1d6 damage on a hit. Any character in possession of an item forged of black ice must make a DC 12 Wisdom saving throw each dawn. On a failed save, the character develops an indefinite madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).

Black Ice Ram

BelzorMM
SW
TypeSiege Weapon
SourceBelzorMM
TailleL
Classe d'Armure15
Points de Vie100
Description

A ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains.

The log is shod in iron and used to batter through doors and barricades.

It takes a minimum of four Medium creatures to operate a ram. Because of the gallery roof, these operators have total cover against attacks from above.

Sourced from Icewind Dale, black ice is a substance formed from the dust of Crenshinibon, the crystal shard, a source of supreme evil. When Crenshinibon was destroyed, the remnants of the crystal were flung far and wide, tainting the nearby ice, causing it to become metallic and corrupting. Black ice is mined by the dwarves of Icewind Dale, who are oblivious, or choose it ignore, its maddening properties.

A weapon made of black ice deals an extra 1d6 damage on a hit. Any character in possession of an item forged of black ice must make a DC 12 Wisdom saving throw each dawn. On a failed save, the character develops an indefinite madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).

Boilerdrak

DSotDQ
SW
TypeSiege Weapon
SourceDSotDQ
TailleL
Classe d'Armure15
Points de Vie100
Description

This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.

Brazen Bull

KPSC
U
TypeUnknown
SourceKPSC
TailleL
Classe d'Armure10
Points de Vie50
Vitesse30 ft.

Burning Bale

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleL
Classe d'Armure8
Points de Vie70
Description

Useful for defending hilltop fortresses and camps, a bale of hay or twigs can be soaked in flammable materials and rolled down hills at attacking forces. Effective on slopes, but loses momentumn quickly on flat ground. A burning bale is propped up onto a mount and a brace is pulled away to release it. It takes one action to load a bale onto the mount, one to ignite it, and one action to release it.

A burning bale burns for a limited time. Each round after being lit, the bale takes 11 (2d10) fire damage, and the flames are extinguished if the bale is reduced to zero hitpoints in this way.

Burning Bale. The bale rolls off its mount and travels 50ft in a straight line. If the bale is on flat ground when it finishes its move, it stops, but if it is on a downhill slope it moves again each round. The bale can't roll uphill. Each creature in the bale's path when it moves must make a DC 13 Dexterity saving throw. On a failed save, it takes 10 (3d6) bludgeoning damage and 11 (2d10) fire damage, and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone, and instead moves into an unoccupied space within 5ft out of the bale's path, if it can. If the bale finishes its movement in a medium or smaller creature's space, that creature is restrained until the bale is moved from that space, or its succeeds on a DC 13 Strength (Athletics) check to move into the nearest unoccupied space.

Burning Glass

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleH
Classe d'Armure10
Points de Vie40
Description

A Burning Glass (sometimes called a burning mirror) is a device that uses large lenses and mirrors to concentrate large amounts of sunlight into a small area, with enough intensity to start fires. Small handheld versions of this device can be used for domestic firemaking and heating, but this huge construction is designed as a weapon of war, primarily for use against ships.

Despite the power of this weapon, it has some critical vulnerabilities. The materials used in its construction are vulnerable to heavy blunt strikes as might be inflicted by opposing sieges weapons, and its dependence on being in direct sunlight renders it completely useless at night time or when obscured by severe weather. Cunning spellcasters might use magical sunlight to power the device, such as that created by the Dawn spell.

It takes two actions to aim the burning glass. The burning glass applies its effects automatically as soon as it is capable of doing so, and on each subsequent round. If not aimed, it coninues to affect the same point it was last aimed at. Usually a burning glass is covered prior to firing. Uncovering or re-covering a burning glass takes one action.

Cannon

DMG
SW
TypeSiege Weapon
SourceDMG
TailleL
Classe d'Armure19
Points de Vie75
Description

A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers.

A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Cannon

XDMG
SW
TypeSiege Weapon
SourceXDMG
TailleL
Classe d'Armure19
Points de Vie75
Description

A Cannon uses gunpowder or arcane power to propel heavy iron balls at destructive speeds. A Cannon is usually attached to a wooden frame with wheels. Loading a Cannon requires the Utilize action, and aiming it requires another Utilize action. Then a crew member can take the Cannonball action.

Cannon (Chain Shot)

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleL
Classe d'Armure19
Points de Vie75
Description

Two cannonballs connected by a chain whirl through the air and wrap around their targets, designed for shredding the sails and rigging of ships, they also work well against flying foes.

Cannon (Grapeshot)

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleL
Classe d'Armure19
Points de Vie75
Description

Bundles of smaller projectiles, known as Grapeshot, are effective at close-range obliteration of crowds, while also being easier to improvise. An ill-equipped force can stuff a cannon with cutlery and pebbles when they run out of proper ammunition.

Cannon (Rocket)

MADMT
SW
TypeSiege Weapon
SourceMADMT
TailleL
Classe d'Armure19
Points de Vie75
Description

Fitting the propellant of the cannon into the projectile rather than into the barrel allows it to fire explosive rockets with a shrapnel payload.

Captain A-Hole

RMBRE
U
TypeUnknown
SourceRMBRE
TailleL
Classe d'Armure17
Points de Vie50

Chains

RolledTold4
U
TypeUnknown
SourceRolledTold4
TailleS
Classe d'Armure19
Points de Vie[object]

Chaos Barrel

TTT
U
TypeUnknown
SourceTTT
TailleS
Classe d'Armure14
Points de Vie15
Description

Weight: 80 lbs.

Charged Battery Bank

TTT
U
TypeUnknown
SourceTTT
TailleM
Classe d'Armure15
Points de Vie20
Description

Weight: 1,200 lbs.

City Barricade

SandsOfDoom14
GEN
TypeGEN
SourceSandsOfDoom14
TailleM
Classe d'Armure12
Points de Vie10
Description

Barricades have the following properties:

  • Creatures cannot occupy the space of a barricade.

  • Jumping over a section of barricade requires either 30 feet of movement or an action. A creature can jump over a barricade only if there is an empty square on the other side within the creature's jumping distance.

  • A creature adjacent to a barricade gains Half Cover (+2 AC) against Ranged Attacks coming from the other side.

  • Melee Attacks against a barricade always hit and do not require an Attack Roll.

Destroyed Barricades

When a section of barricade is reduced to 0 Hit Points, it collapses. Creatures can then move through its square using their movement, but the space is considered Difficult Terrain.

City Barricade

SandsOfDoom
GEN
TypeGEN
SourceSandsOfDoom
TailleM
Classe d'Armure12
Points de Vie10
Description

Barricades have the following properties:

  • Creatures cannot occupy the space of a barricade.

  • Jumping over a section of barricade requires either 30 feet of movement or an action. A creature can jump over a barricade only if there is an empty square on the other side within the creature's jumping distance.

  • A creature adjacent to a barricade gains Half Cover (+2 AC) against Ranged Attacks coming from the other side.

  • Melee Attacks against a barricade always hit and do not require an Attack Roll.

Destroyed Barricades

When a section of barricade is reduced to 0 Hit Points, it collapses. Creatures can then move through its square using their movement, but the space is considered Difficult Terrain.