King of the Ocean (7/day). If the Bismarck would fail an ability check or saving throw, it can chose to succeed instead.
Beast Made of Steel (2/day). If the Bismarck rolls a critical fail, it can choose to turn the roll into a critical hit.
Ad Victoriam, Ex Machina. If the Bismarck is within 2 miles of an allied vessel larger than Huge, it gains advantage to hit on its 15-inch Salvo attacks.
Mission Killed. If the Bismarck has 20% of its total hitpoints or less remaining, it has disadvantage on all attack rolls and has all ability and saving throw modifiers halved. If it has less than 10% of its hitpoints remaining, it can no longer use the 15-inch Salvo attack and all other disadvantages imposed by being below 20% of its total hitpoints.
Damage Threshold. Any hits to the Bismarck that would deal less than 60 damage (after calculating resistance), regardless of if they were critical hits or not, do no damage.
Full Salvo. The Bismarck-class fires all of its guns (4-inch, 6-inch and 15-inch), unless the main guns are reloading, in which case it fires only the 4- and 6-inch guns.
4-inch Guns. Ranged Weapon Attack: +6 to hit, range 5/10 miles, 10 targets (roll to hit individually for each). Hit: 40 (4d10 + 2) piercing damage. This attack has the armor piercing 1 property, meaning that it has an additional +1 to hit against targets with natural armor or worn armor.
6-inch Guns. Ranged Weapon Attack: +7 to hit, range 6/13 miles, 2 targets (roll to hit individually for each). Hit: 60 (6d20 + 2) piercing damage. This attack has the armor piercing 2 property, meaning that it has an additional +2 to hit against targets with natural armor or worn armor. It deals double damage against objects (excluding ships) and quadruple damage against wooden targets (including ships).
15-inch Salvo. Ranged Weapon Attack: +8 to hit, range 10/20 miles, 1 target. Hit: 160 (32d10 + 10) piercing damage. Hit or miss, each creature within 40 feet of the target must make a DC 20 Dexterity saving throw, taking 165 (30d10) bludgeoning damage on a failed save or half as much damage on a successful one. It deals double damage against objects (excluding ships) and quadruple damage against wooden targets (including ships). After firing this weapon, a loader must reload this weapon as an action before it can fire again. There are 60 rounds of ammunition for this attack. This attack has the loading and Armor Piercing 3 properties, meaning that it has an additional +3 to hit against targets with natural armor or worn armor.
Damage Control (6/day). The Bismarck regains 2d10+8 hitpoints and ends all conditions on itself.
Anti-Aircraft Barrage. The Bismarck fires its anti-aircraft guns at any airborne target within 2 miles. All airborne enemies must make a DC 15 Dexterity saving throw or take 10 (2d10) piercing damage, or half damage on a successful save. If the save is failed, any attacks made by the failed enemies against the Bismarck will be made with disadvantage until after the Bismarck starts in next round.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
One of the most famous warship classes in recent history, the Bismarck-class was a class of German fast battleships created during the Second World War for the Kreigsmarine. Displacing 40,000 tons and measuring over 820 feet long, plus an armament of eight 15-inch main guns, twelve 6-inch guns, and 16 4-inch guns, the Bismarck-class was a formidable—if not, admittedly, supreme—warship for its time. Despite some design flaws, such as inadequate anti-aircraft armament, the Bismarck-class was seen as a formidable threat to Allied shipping. The class became famous when its lead ship, the Bismarck, sunk the famous British battlecruiser HMS Hood, resulting in the mobilization of around a hundred warships total launched to either help or hunt the warship. Finally, after a multi-day chase, the Bismarck was discovered and attacked by British bombers, which managed to score a torpedo hit that jammed the German ship's rudder. Stuck sailing in circles and under fire from all sides, the Bismarck was scuttled by her own crew and sunk to the bottom of the ocean, claiming the lives of over 2,000 German sailors. Fearing for the safety of the Bismarck's sister ship, Tirpitz, the Fuhrer forced theTirpitz to stay in the harbor for the rest of its days. Luckily, the vessel was capsized by Allied bombers near the end of the war after several failed attepmts. The Tirpitz would never see battle.
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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