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Light Artillerist Battery

Large troop of Medium humanoids (goblinoid), neutral evil

Armor Class 15 (leather armor)
Hit Points 75 (10d8+30)
Speed 10 ft.

11 (+0) 18 (+4) 16 (+3) 14 (+2) 13 (+1) 10 (+0)

Skills Perception +4
Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned; Senses passive Perception 14
Languages Common
Challenge 5 (1,800 XP)

Special Traits

  • Artillery Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Medium humanoid. The troop can move at 30 ft. but in doing so leaves its artillery behind and generally only does so to flee.
  • Gunports. If deployed on a rooftop or above deck on a ship, the battery has half cover from attacks coming from the same elevation or lower. If deployed within a fortification or below decks on a warship, the battery has three-quarters cover against attacks from outside.


  • Broadside. The battery fires a line 120 ft. long and 5 ft. wide. All creatures in that line take 24 (8d6) bludgeoning damage and may make a DC 15 Dexterity saving throw to take only half.
  • Barrage. The battery fires a barrage at a point farther than 50 ft. but less than 240 ft. Each creature within 20 ft. of that point suffers 24 (8d6) fire damage, and may make a DC 15 Dexterity saving throw to take half damage.
Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.