Blood sense: Passive perception increases by 4 in the presence of blood (if a person/creature’s HP went down by 5 or more in the past 2 turns).
Thrash: If the mimic has something in its jaws, it can thrash wildly in the water, dealing 4d10+2 damage. Boat Mimic immediately lets go of whatever it held in its mouth during Thrash. This action is usable twice between short rests. If the mimic’s HP is 50% or lower it cannot use Thrash.
Bite: Melee Weapon Attack: +5 to hit, reach 3 ft., 1 target. Hit: 8.5 (1d6+ 5) slashing damage.
Canons: RangedWeapon Attack: +3 to hit, range 20 ft., 6 targets. Hit: 6 (1d6 + 2.5) bludgeoning damage. Three charges per canon (six canons in all, three on each side of ship).
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Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
It looks like any regular boat. Depending on your location, this can mean a row boat, a pirate ship, a sailing ship, or even a naval cruiser. But make no mistake, this is no ordinary craft.
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.
Previous Versions
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4/4/2021 10:37:58 PM
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4/4/2021 10:46:44 PM
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4/25/2021 8:54:17 PM
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5
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