Magical Cannons. RangedWeapon Attack: +8 to hit, range 120/480 ft., 1 target. Hit: 42 (7d10) force damage.
Magic Missles. RangedWeapon Attack: +8 to hit, range 30/80 ft., 1 target. Hit: 37 (8d6 + 5) force damage.
The Air Man of War has 7 Legendary Actions.
Ram (Costs 1). The Air Man of War rams into its target. The opposing ship makes a Dexterity Saving Throw (DC 19). On a failure, it takes 4d8 bludgeoning damage, or half as much on a failed save.
Barrage (Costs 3). The Air Man of War fires all the magical cannons it has at the enemy. The opposing shit makes a Dexterity saving throw (DC 21). On a failure, it takes 14d10 force damage, or half as much on a failed save.
Repair (Costs 5). The Air Man of War rolls a Constitution Saving Throw. If the number is above ten, its heals 3 times the number back in health. If it is below ten, it takes 3 times the amount as damage to its haul.
Skip (Costs 7). The Air Man of War moves at 5 times its speed to live to fight another day.
Call Reinforcements (Costs 7) The Air Man of War rings it bell and summons 1d6 Airships to its aid. It cannot make this action again till a long rest has been completed.
Description
The most elite airships of the Safe Zone Armada. Only five Air Man of Wars are known to exist, and if one is deployed, the destruction of whomever has made it their enemy is assured. There is only two ways to stop an Air Man of War: Dying or Killing it.
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