Armed with a spectral crew which can fight, or operate cannons.
With a damage threshold of 20.
FIRE THE CANNONS!. Your crew fires 5 cannons. You can make this 4 times
Action Melee Attack. Ram: +50 to hit, reach #10 ft., 1 target. Hit: (10d20 + 30) [Piercing] damage.
Action Ranged Attack. Cannons Attack: +15 to hit, range 650/2000 ft., 1 target. Hit: (20d8 + 50) [Bludgeoning] damage.
Sink: If the ship drops to 0 hitpoints, It does not explode, instead, it inks to the bottom of the ocean for 1 month. While at the bottom of the ocean, it cannot be called unless the captain of the ship in with the ship.
3 legendary actions
Sails Up (Costs 1 Actions). Double Movement speed for 1 minute.
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
A terror inducing colossal ship that is 150ft long, and 35ft wide. Dark green sails darken the sky to any boat daring to near it. The dark walnut wood armored in 6 inch thick iron emanates a brooding, cold feeling.
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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