Action Ranged Attack. 30 mm autocanon +3 to hit, range 30/ 120ft., this tank shoots a burst of 3 rounds in a straight line. Each bullet does 2d6+ 4 piercing damage. The creature must take a dexterity savings throw(ac 15),on a failed one the creature gets hit by all the rounds. On a successful one, the creature gets hit by only one
ATGM missile + 4 to hit, range 60/600 ft . Hit: 40 (4d10 + 10). The tank shoots a missile. Each creature In a radius of 10ft around the point of impact must make a dexterity savings throw ( AC 17) on a failed throw, the creatures take 4d10+ 5 explosive damage and half on a. Successful one.
7.69 pkm machine gun the tank fires a salvo of 6 rounds in a 10 feet cone. Each creature must make a acrobatics savings throw(ac. 14). On a failed throw the creature takes 4d6 piercing damage and half as much on a successful one
The vehicle can dismount 7 soldiers as a bonus action. This action can be used once
Smokescreen: the tank throws a smoke screen to abstract Vision
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.
Previous Versions
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5/1/2022 7:30:42 PM
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Coming Soon
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