| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 6 | −2 | −2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +1 |
| CHA | 13 | +1 | +1 |
Ship. Is a ship.
Ram. Melee Weapon Attack: +0 to hit, reach 0 ft., 1 target. Hit: 10 (3d20 +40 ) [Bludgening, Slashing] damage.
Cannon Fire. Ranged Weapon Attack: +3 to hit, range 90 ft., 1 target. Hit: #10 (9d10 + 0) [Bludgeoning, piercing] damage.
Board: If another ship is non-hostile or incapacitated and is within 15 ft, this ship can board and capture the ship.
Crew member: A member of the ship uses their action.
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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