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Arcane Turret

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Arcane Turrets are environmental objects found in the Underdark.

Involvement[edit | edit source]

Arcane Turrets are Constructs which are used by Lenore De Hurst to defend her Arcane Tower. They are immobile turrets which fire at any creature that gets near. They fire four times per turn, dealing 1d4 + 1ForceForce damage with each shot to the closest target within a radius of 20 m / 67 ft, and they always hit. These turrets have the Sturdy Sturdy condition and are vulnerable to antimagic andLightningLightning damage. Strong non-resisted attacks such as Eldritch Blast Eldritch Blast with Agonising Blast Agonising Blast or Two-Handed BludgeoningBludgeoning weapons can also be used to damage them.

The turrets can be dealt with in several ways:

  • Arcane Turrets can be deactivated through restoring the power of the Arcane Tower with a Sussur Bloom.
  • Arcane Turrets can be destroyed by reducing them to 0 HP.
  • Arcane Turrets can be temporarily disabled by a Sussur Bloom, whether it is placed near them or held by a nearby character. However, the game logic which reactivates a turret when a sussur bloom is removed from its vicinity does so even if the turret had been deactivated by damage.
  • If the line-of-sight of an Arcane Turret is broken, such as by using a Fog Cloud Fog Cloud spell, it is unable to fire.
  • Arcane Turrets do not shoot at invisible targets. They however, shoot at a Minor Illusion Minor Illusion.

Notes[edit | edit source]

  • Even after being disabled, the turrets can still be attacked, and XP is given upon a turret reaching zero hp.
  • A turret cannot grant experience points more than once regardless of how many times it is destroyed, disabled or otherwise dealt with.

Bugs[edit | edit source]

  • If placing a Sussur Bloom nearby an active turret, then destroying the turret and moving the bloom away from the turret, it revives and starts shooting again. This is not an issue if the Arcane Tower has been powered on before dealing with the turrets.