Brave. The knight has advantage on saving throws against being frightened.
Loud and Lumbering. The knight has disadvantage on Dexterity (Stealth) checks.
Siege Monster. The knight deals double damage to objects and structures.
Stability. The knight has advantage on saving throws against being pushed or knocked prone.
Blessed Machinery. The knights weapons are all counted as enchanted
Multiattack. Can make up to two melee attacks using the Reaper Chaincleaver per action.
Frightful Presence. Each creature of the knight’s choice that is within 60 feet of the knight and aware of it must make a DC 18 Wisdom saving throw or become frightened for 1 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 knight’s Frightful Presence for 24 hours.
Reaper Chaincleaver. Melee Weapon Attack: +10 to hit, reach 10 ft., 3 target. Hit: (4d8 + 4) [Slashing] damage.
Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 36 (5d10 + 8) [bludgeoning] damage. If the target is a Large size or smaller creature, it is grappled (escape DC 20). Until the grapple ends, the creature is restrained. The grapple ends if the knight chooses to stomp another creature.
Rapid-Fire Battle Cannon. Ranged Weapon Attack: +10 to hit, range 500/1000 ft., Three targets. Hit: (2d6 + 4) [Piercing] damage.
Ironstorm Missiles. Ranged Weapon Attack: +10 to hit, range 1000/2000 ft., Multiple targets within a 20ft. square. Hit: (4d6 + 6) [Explosive] damage.
Thundercoil Harpoon. The knight fires it's Thundercoil Harpoon at a creature within 120 ft, that creature must make a DC 20 Dexterity saving throw, taking (10d18) bludgeoning damage and (6d10) explosive damage on a failed save. If the target's size is huge or larger, they are grappled
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.
THE POWER OF BOSNIA (Costs 3 action). recharge 6 - Fires all ranged weapons 3 times and until this ability recharges all ranged weapons are unusable
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
This massive Dreadnaught was built for one purpose and one purpose only, to defend the Empire. For all enemies both foreign and domestic!
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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11/10/2023 6:51:07 PM
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Coming Soon
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