Steam Powered. This vehicle runs on water, scooped up by a dedicated water scooper. The Zero-20 Steam Fighter can operate for up to 8 hours before needing to refuel. Optional: Roll 1d8, whichever number it rolled, that is how many hours left it has until it needs to refuel.
Forward Momentum. The Zero-20 Steam Fighter must move to the full extent of it's movement, or it crashes or must land. You cannot move backwards. In order to turn, you must move forward for 10 feet, and than rotate the Zero-20 Steam Fighter so that it faces a different direction.
Max Speed. You may only take the dash action once a day. If the Zero-20 steam fighter takes more than one dash action in a day, it must succeed a DC 15 Con save or become stunned and crash.
Crash. Once all hit points are lost, the Zero-20 Steam Fighter crashes. After you lose all hit points, move 15 feet forward. A 20 foot spherical explosion occurs centered on you dealing 14(2d8+3) fjuhire damage.
Eject. Once all hit points are lost, roll a DC 12 Dex save. If you succeed, place the IzuDekiru Pilot in a space 10 feet behind the Zero-20 Steam Fighter. If it fails, resolve Crash, and then place the IzuDekiru pilot adjacent to the place where Crash finished resolving at with half health
Multi-Attack. Perform 2 Steam Cannon Attacks.
Steam Cannon. Ranged Weapon Attack: +4 to hit, range 300/600 ft., 1 target. Hit: 12 (1d10 + 4) Piercing damage.
Strafing Run. Ranged Weapon Attack: +4 to hit, range(self), fifteen foot line. Hit: 7(1d4 + 4) Piercing Damage.
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