Front Focus. The vehicle was designed to move forward, while the front of the vehicle has 20 AC due to its superior and expensive alloy used, the sides have 18 AC, the back and top has 16 AC, and the bottom has 14 AC. The front and top of the vehicle has resistance to Bludgeoning, Force, Slashing and Piercing, the sides only have resistance to Bludgeoning and Slashing and Vulnerability to Acid, while the back, and bottom have vulnerability to Piercing, Acid and Force. The tank has immunity for itself and crew to poison damage, while it has immunity itself to psychic damage.
Spellcasting. The B-87 Combat tank is a 2-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 16, +16 to hit with spell attacks). The B-87 Combat tank has following Artificer spells prepared:
Cantrips (at will): Mending (1d12 hp restored)
7th (at will): Magic Missile
Action Name. Enter the description for your action.
Ram. Ram: +10 to hit, reach 5 ft., 1 target. Hit: (2d10 + 7) [Bludgeon] damage.
Machine Guns. Machine Guns: +10 to hit, range 30/60 ft., 2 target. Hit: (2d6 + 10) [Piercing] damage.
None
Shield. The Machine taps into magical charge and projects a defensive shield over the vehicle
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
A tank produced by D.A.I.S.Y industries to provide forward momentum on the battlefield. Featuring a front reinforced with the strongest alloy known to humanity, missile pods, and boasting twin machine guns this beast is a force to be reckoned with. Its main use is in targeting ground forces pushing the front forward while raining down destruction with its missile pods on its back line. This machine seats up to 3. It takes 1 action to swap seats and each seat can only preform its task. Forward seat drives the tank, middle fires rockets, and back fires machine guns. Crew can also use a BA to open the top hatch. All crew inside vehicle have full cover while hatch is closed and 3/4 while open.
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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