b'Blastwork, Autocannon \n'b'  Family:   Blastwork  \n'b'  Medium   construct  (iron, blastwork),  unaligned  \n'b'  Armor Class  21 (natural armor)  Hit Points  44 (8d8 + 8)  Speed  10 ft., roll 20 ft. (40 ft. downhill)\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  12 (+1)  INT:  1 (-5)  WIS:  14 (+2)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2  Damage Resistances  fire  Damage Immunities  acid, poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Proficiency Bonus  +3  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Cannonball Recharge . The autocannon has 12 cannonballs. Used cannonballs recharge when the autocannon finishes a long rest. \n'b'  Combustion Engine . When the construct dies, it inflicts 10 (3d6) fire damage in a 5 ft. radius. Creatures in the radius can make a DC 14  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Combustion Engine Malfunction table. \n'b'  Constructed Nature . The construct doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'  Rolling Charge . If the autocannon rolls at least 20 feet straight toward a target and then hits it with a slam  attack  on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11  Strength  saving throw or be knocked  prone . \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'  Cannon (Recharge 3-6) .  Ranged Weapon Attack : +6 to hit, range 600/2,400 ft., one target.  Hit : 44 (8d10) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This wheeled cannon moves of its own accord! \n'b' Essentially mobile defense systems, these autocannons attack any living creature they detect and fire at them. They have a storage of 12 cannonballs in a chamber beneath that allows them to fire continuously, although the loading mechanism is finicky and their rate of fire uneven.'