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 Missiles. The Gunship Guided Missile Launch attacks always have advantage.
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.
Top Speed. The Gunship may dash as a bonus action. It however can only use this to travel in a straight line.
Evasive Maneuvers. An attack that would otherwise hit the Gunship instead misses.
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 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.







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