Ranged Weapon Attack: +6 to hit, range 200/500 ft. (Cone), one target. Hit: 16 (3d10) piercing damage. -1 to hit for every 10 damage taken.
Ranged Weapon Attack: +6 to hit, range 200/500 ft., one target. Hit: 16 (3d10) piercing damage. -1 to hit for every 10 damage taken
Armor Class 18
Ranged Weapon Attack: +5 to hit, range 500/800 ft., one target. Hit: (7d10) piercing damage.
When a missile reaches 0 hp, roll a d6. On a 1, the missile explodes, dealing its damage to Bloodline 1
Gives the entire ship 4d20 temporary hit points. Regardless of where the ship is struck, these hit points are removed first. -1d20 for each 10 damage dealt
Uncanny Dodge. Once per turn, Bloodline 1 can halve the amount of damage it takes from an attack
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.
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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