Huge Construct (Air), Neutral Evil
Armor Class 20 natural
Hit Points 676 (33d20)
Speed 3500 ft., ZOOM
STR
20 (+5)
DEX
14 (+2)
CON
19 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +16, DEX +14, CON +14, INT +8, WIS +7, CHA +7
Skills Intimidation +21, Performance +21
Gear tons of munitions and materials for repairing other mechanical beings
Senses Truesight using advanced magical and technological advancements through history allowing it to spot enemy creatures with invisibility and even illusions, Passive Perception 25
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Vehicular Nature. The Gunship does not require food, drink, or sleep. It however must replenish its fuel and ammunition.

Siege Weapon. The Gunship deals double damage to objects and structures.

Flyby. The Gunship does not provoke attacks of opportunity.

Steel Plating. The A-10 Warthog has a damage threshold of 20 when subjected to non-magical piercing, slashing, or bludgeoning. Any attack that deals less than 20 damage does none.

Radar. The Gunship is aware of any creatures within 1000 feet of it.

Magic Resistance. The Gunship has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the Gunship fails a saving throw, it can choose to succeed instead.

Explosive Rounds. For the purposes of overcoming damage resistance or immunity, the bludgeoning damage from the Gunship attacks count as magical.

Guided MissilesThe Gunship Guided Missile Launch attacks always have advantage.

Actions

Multiattack. The Gunship makes 7 attacks with it's GAU-8 Avenger.

Missile Volley. (Recharge 5-6) The Gunship makes 4 Guided Missile Launch attacks

GAU-8 AVENGER. Ranged Weapon Attack: +19 to hit, range 2000/4000 ft., 5 ft. radius circle. Hit: 64 (12d8 + 10) piercing damage plus 42 (12d6) fire damage plus 42 (12d6) bludgeoning damage.

Guided Missile Launch. Ranged Weapon Attack: +19 to hit, range 4000 ft., 40 ft. radius sphere. Hit: 115 (30d6 + 10) bludgeoning damage plus 70 (20d6) fire damage.

Bonus Actions

Top Speed. The Gunship may dash as a bonus action. It however can only use this to travel in a straight line.

Reactions

Evasive Maneuvers. An attack that would otherwise hit the Gunship instead misses.

Legendary Actions

 

The Gunship 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 A-10 Warthog regains spent legendary actions at the start of its turn.

Move (Costs 1 Actions). The gunship makes all ally units in 25Ft make a rearm and repair of up to half their health.

Guided Missile Launch (Costs 2 Actions). The Gunship makes a Guided Missile Launch attack.

Mythic Actions

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

Enter a general description for your monster here.

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.

Habitat: Any

VOLIBEAR76

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