| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
The Clockwork airship is considered a contruct
The Clockwork Airship has a variatable AC to repristent its toughness. These damage mitigations are calulated after any other damage modifiers
AC18= 1/4 damage
AC 20=1/2 damage
AC= 22 full damage
Experimental Ship:
Though the airship is resitant to lightning damage any time it takes lightning damage it must roll make a saving throw. Use the concentration check rules with a +2 modifier. On failed save roll a D6 on the list below
1= Decends at 50ft per turn. Remake concentration check at DC15 everyturn to restart. All attacks made at diadvantage during this state
2= Maintains flight but loses its movement speed for 1 turn
3= Gear Smoke. Disadvantage on all attacks made with and on the ship for 1 turn
4= -5 to all attacks made with ship for 1 turn
5= Jolted. Creatures make save using concentration check rules. On fail lose your reaction and either action or bonus action for 1 turn
6= Cannot use Force Cannon for 1 turn
The Airship can make 3 attacks per attack action. Only one of them may be the Force Cannon
Weapon: Harpoon
Ranged Attack Roll: +6, reach 150 ft. Hit: 18 (2d8 + 9) Piercing damage
Weapon: Force Cannon (Cool Down 5-6, or 3 turns)
Ranged Attack Roll: +6, reach 150 ft. Hit: 18 (15d4) Force damage
The force cannon has 3 charged orbs. One at level 1, One at level 2, One at level 3. Once the cannon is used the orb is drained and must be recharged by using a bonus action and a spell slot. The orb gains the level charge equal to the spell slot used. A level one charge uses the stats written above. Any charge above the 1st will increase its to hit bonus by +2 and deal 3d4 more damage
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.
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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