Legendary Resistance (3/Day). If the Zombie Ship fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Zombie Ship has advantage on saving throws against spells and other magical effects.
Siege Monster. The Zombie Ship deals double damage to objects and structures.
Multiattack. The Zombie Ship can use its Frightful Presence. It then makes three attacks: one with its Ghoul summon and two with its cannons.
Dead Shot (3/day). As a bonus action, the Zombie Ship can add 1d10 to its next attack or damage roll with a cannon
Cannon. Ranged Weapon Attack: +9 to hit, range 1100/1130, one target. Hit: 32 (1d20 - 5) netroic damage.
Frightful Presence. Each creature of the Zombie Ship choice that is within 120 feet of the Zombie Ship must succeed on a DC: 18 Wisdom saving throw or become frightened for 10 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zombie Ship Frightful Presence for the next 30 minutes.
Ghoul Summon. The Zombie Ship summons 2d20 Ghouls or 1d20 Ghasts that serve under its control. The Ghouls will protect the ship at all costs
Multiattack. : The Zombie Ship can use its Frightful Presence. It then makes three attacks: one with its and two with its claws.
Ghoul Summon. The Zombie Ship summons 2d20 Ghouls or 1d20 Ghasts that serve under its control. The Ghouls will protect the ship at all costs
Cannon. Ranged Weapon Attack: +9 to hit, range 1100/1130, one target. Hit: 32 (1d20 - 5) netroic damage.
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