British Resolve. If the Admiral drops to below half of its hitpoints, it gains an additional +3 to hit with its 15-inch Salvo and adds 1d10 damage to each hit with every weapon.
Blockade Ready. The Admiral cannot be surprised by anything larger than Huge.
Ammunition Vulnerability. If an attack on the Admiral is a critical hit that would beat the Damage Threshold, roll a d20. On a 4 or less, the ship's ammunition detonates, and the vessel sinks. Every creature on the Admiral or within 80 feet of it must make a DC 20 Dexterity saving throw, taking 600 (30d20) bludgeoning damage on a failed save or half as much damage on a successful one.
Mission Killed. If the Admiral 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 Admiral that would deal less than 40 damage (after calculating resistance), regardless of if they were critical hits or not, do no damage.
Full Salvo. The Admiral-class fires all of its guns (5-inch and 15-inch), unless the main guns are reloading, in which case it fires only the 5-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.
5.5-inch Guns. Ranged Weapon Attack: +6 to hit, range 5/10 miles, 8 targets (roll to hit individually for each). Hit: 55 (5d10 + 5) 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.
Torpedo Launch. Ranged Weapon Attack: +1 to hit, range 4/8 miles, 2 targets in water (roll to hit individually for each). Hit: 700 (14d10 + 2) fire damage. On a hit, each creature (excluding the target) within 40 feet of the target must make a DC 20 Dexterity saving throw, taking 100 (10d20) bludgeoning damage on a failed save or half as much damage on a successful one. 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. After firing this weapon, loaders must reload this weapon, which takes eight rounds, before it can fire again. There are 2 rounds of ammunition for this attack.
15-inch Salvo. Ranged Weapon Attack: +8 to hit, range 8/17 miles, 1 target. Hit: 150 (30d10 + 10) piercing damage. Hit or miss, each creature within 40 feet of the target must make a DC 20 Dexterity saving throw, taking 100 (20d10) 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 50 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 Admiral regains 1d10+8 hitpoints and ends all conditions on itself.
Anti-Aircraft Barrage. The Admiral 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 Admiral will be made with disadvantage until after the Admiral starts its 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
Built in 1914, the Admiral-class was originally designed as an improved version of the Royal Navy's old Queen Elizabeth-class battleships. The class was armed with four twin 15-inch gun turrets, sixteen 5.5-inch guns, four 4-inch guns, and ten torpedo tubes. Ships of this class displaced 46,200 tons and were 860 feet long. Although four were initially planned, three were canceled, and only the HMS Hood would be completed. Hood, considered a powerful warship for her time, was immediately made flagship of the Atlantic Fleet's Battlecruiser Squadron after she was completed in 1920. Hood was the flagship of the Special Service's round-the-world cruise, and served on patrols during the Spanish Civil War. Upon the commencement of the Second World War, HMS Hood served on anti-raider patrols. When the German battleship Bismarck was sortied in 1941, Hood and another vessel, Prince of Wales, were ordered to intercept the enemy vessel. In the ensuing battle, the Hood suffered an ammunition detonation that killed all but three crewmen and sank the battlecruiser in under three minutes.
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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