| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +17 |
| DEX | 18 | +4 | +15 |
| CON | 19 | +4 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +7 |
| WIS | 10 | +0 | +7 |
| CHA | 10 | +0 | +7 |
Ground Spikes. As a bonus action, can deploy or retract spikes that negate any effects that would move the vehicle.
Antimagic Susceptibility. The scorpion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the scorpion must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal scorpion tank.
Some Really Good Armor. The Scorpion has a damage threshold of 60 HP
Crew and Passengers. The Scorpion can hold 1 driver; 1 gunner; and 6 passengers who do not benefit from vehicle AC. Passengers can use the vehicle as a normal scorpion tank, but if the animated scorpion is conscious, then they will have to beat the tank in a strength challenge to use it, unless the tank lets them
M512 Smooth Bore High Velocity Cannon: Ranged Weapon Attack: +12 to hit, range 4,000/12,000 ft., one target. Hit: 10 (40d6) bludgeoning damage. The main Cannon fires 90mm tungsten shells, and must reload after every shot, and it deals double damage against objects. An M808B comes with 50 rounds of ammunition. Explosive: Upon a hit, everything within 20 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 8d8 fire damage.
M512 Smooth Bore High Velocity Cannon: Ranged Weapon Attack: +12 to hit, range 4,000/12,000 ft., one target. Hit: 12 (10d6) bludgeoning damage. The main Cannon fires 90mm tungsten shells, and must reload after every shot, and it deals double damage against objects. An M808B comes with 50 rounds of ammunition. Explosive: Upon a hit, everything within 20 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 20d8 fire damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
smoke cloud. enemies making attacks against tank suffer a -3 hit dc.
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
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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