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PFS StandardAnimated Trebuchet

Large armies sometimes pay exorbitant fees to animate their siege weapons.

Recall Knowledge - Construct (Arcana, Crafting): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Animated TrebuchetCreature 13

Legacy Content

N Gargantuan Construct Mindless 
Source Bestiary 3 pg. 19
Perception +21; darkvision
Skills Athletics +30
Str +9, Dex +2, Con +8, Int -5, Wis +0, Cha -5
AC 36 (32 when broken); construct armor; Fort +29, Ref +19, Will +17
HP 200; Hardness 14; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Construct Armor Like normal objects, an animated trebuchet has Hardness. This Hardness reduces any damage the trebuchet takes by an amount equal to the Hardness. Once an animated trebuchet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32.
Speed 20 feet
Melee [one-action] arm +28 [+23/+18] (magical, reach 15 feet), Damage 3d12+11 bludgeoning plus GrabRanged [one-action] rock +28 [+23/+18] (brutal, magical, range increment 120 feet), Damage 3d10+11 bludgeoningLaunch [one-action] Requirements The animated trebuchet has a creature grabbed in its arm; Effect The animated trebuchet attempts an Athletics check against the grabbed creature's Fortitude DC. On a success, it fires the creature up to 40 feet in height and up to 120 feet away. The creature takes 4d12 bludgeoning damage plus the appropriate falling damage. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 33 basic Reflex save). On a successful Launch, the animated trebuchet must Interact to reposition its arm into the proper position before it can Launch again.Trample [three-actions] (attack) Large or smaller, arm, DC 33

All Monsters in "Animated Object"

NameLevel
Animated Armor2
Animated Broom-1
Animated Colossus15
Animated Furnace9
Animated Silverware Swarm1
Animated Statue3
Animated Trebuchet13
Giant Animated Statue7

Animated Object

Source Bestiary pg. 20
Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

Sidebar - Advice and Rules Animating Objects

Most animated objects encountered by adventurers are permanently animated creatures, either created by rituals or given life by infusions of positive energy. Restless spirits, certain ghosts, and other haunting undead influences can also give rise to animated objects, although in cases like the poltergeist, what appears to be an animated object may merely be an evil force using its magic to hurl furnishings about as weapons.

Sidebar - Additional Lore Choosing to Animate

Most animated objects are created for convenience or out of vanity. Spellcasters often animate brooms and dishes to aid with cleaning, books and scrolls for aid with research, and carts and carriages for transport. Most objects are animated without the intent of using them as guardians, and many animated objects exist without the rest of the world ever noticing. Only those with money and power choose to animate objects as guardians, and these are the animated objects most likely encountered on adventures.

Sidebar - Treasure and Rewards Guarded Treasures

Animated objects are mindless constructs. While this leaves them no concept of the value of treasure, they are often used as guardians for vaults or repositories of valuables. In these cases, the treasures they guard can vary wildly, but should be of a value appropriate for the animated object’s level.

Sidebar - Advice and Rules Losing Control

The process for animating objects varies from object to object and by the needs of the ritual. Some rituals designate a controller whom the animated object obeys. Without orders, many animated objects fall back to defensive tactics. In other cases, the ritual may have been poorly performed or may have failed after many years, causing the animated object to enter an uncontrollable state where it attacks anything it sees.