an airship witch gains lift from a hot air balloon and power from an oil engine
wooden armor with an iron outer casing 23 AP
fire main gun: uses 1 ball Bering and fires on a target roll d12+10 piercing
cargo hatch that can be used to drop whatever is inside on a 20 degree radius
evade: roll acrobatics and get above a 13 to do a barrel roll and dodge a projectile
self destruct: when in critical health the machine can ignite its oil supply which leads to a slow burning but devastating fire attack also destroying the machine. 30 fire damage in a 20 degree radius
blow chunks: fires 5 shots on one target roll d12+10
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
wooden armor with an iron outer casing 23 AP
60 hp
5 ft by 3 ft rectangle with 2 passenger seats in back and 1 gunner seat and 1 cockpit
max height 120 ft max speed 60 ft
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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