Blessed Machinery-The knights weapons are all counted as enchanted
Legendary resistance (3/day)- if the knight fails a saving throw, it can choose to succeed instead
Siege Monster. double damage to objects and structures
Explodes on death-Creatures within 20ft of the Knight will have to make a dex save of 27 or take 14d6 fire damage when the knight is killed on a failed save but on a pass you only take half as much
Duty eternal-Apon death the Bosnian knight must roll a d6 and if it's a 2+ the knight comes back with 100 health and gains a strength increase of +4 but attacks with disadvantage
Multiattack- The Imperial Knight makes up to three attack with one being with the Sword of the Emperor and the other two with a slam or two attacks with the sword. Alternatively, the knight can attack twice with its stubber and once with the heavy cannon or two times with the cannon
Sword of the Emperor (melee weapon)- +17 to hit, reach 15ft, one target if it's a huge or above height if not then 15ft line infront of the knight, HIT: 36 (4d12 + 9) slashing damage
Emperors command (Ranged weapon) +17 to hit, distance (500ft. / 1000ft.), multiple targets in a 20ft cube. HIT 33 (3d10+9) fire damage
Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) bludgeoning damage.
Heavy Stubber-Ranged Weapon Attack: +16 to hit, range 100/400, one target. Hit: 22 (4d6+9) piercing damage
Protect the lil uns- the Bosnian knight protects a friendly character of Jim's/their own will if Jim isn't around to give orders, by protecting a character all attacks coming there way would instead go against the knight.
Overwatch -After a creature moves the knight can fire all ranged weapons as if it was making a multiattack once per round
Rotate Ion shields -Whenever an attacked is issued towards the knight they can increase there ac by +2 along with gaining 50 temporary health until there next turn
Intervein-when a friendly creature is target by an enemy the Bosnian Knight can intervein if they are within movement range and take the attack instead
The Imperial knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of their turn.
Trample (Costs 1 Actions). The knight charges 30 feet in a straight line 15 feet wide, ending early when it collides with a creature or object that is size Huge or larger. Each creature in the area of effect must make an athletics check to take half damage and avoid the prone condition Hit: 25 (3d10+9) bludgeoning damage and be knocked prone.
Mortar strike (Costs 2 actions) 5-6 recharge- Choose a spot to attack with a barrage of mortar shells, this requires anyone within striking range of shelling (20ft circle) they must make a dex save of 20, if passed they only take half damage instead of full damage of 10d6 fire bludgeoning damage.
THE POWER OF BOSNIA(Costs 3 action) recharge 6- Fires all weapons ranged weapons 3 times and until this ability get's recharged all ranged weapons aren't useable
Orbital bombardment (if ship is ready) (Costs 3 action and has a cooldown of 7-8 roll a d8). Choose a spot as the centre of the bombardment and all creatures within 30 ft of the bombardment must make dex saving throw of 25, on a pass take half damage, the damage is 20d6 fire damage and 20d6 bludgeoning damage and the ground becomes hard to move in so it half the movement speed of whoever passes over it.
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.