The Golden Fleet - Monster
The Golden Fleet - Monster
The Golden Fleet - Monster
70ft","alignment":"","hitDice":"5","armorName":"other","shieldBonus":0,"natArmorBon
us":3,"otherArmorDesc":"20","speed":"80","burrowSpeed":"0","climbSpeed":"0","flySpe
ed":"0","hover":false,"swimSpeed":"0","customHP":true,"customSpeed":false,"hpText":
"400 per section (6 total)","speedDesc":"30
ft.","strPoints":"25","dexPoints":"15","conPoints":"22","intPoints":"","wisPoints":
"","chaPoints":"","blindsight":"0","blind":false,"darkvision":"0","tremorsense":"0"
,"truesight":"0","telepathy":0,"cr":"13","customCr":"1 (200
XP)","customProf":2,"isLegendary":false,"legendariesDescription":"The monster 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 monster regains spent legendary actions at the start of its
turn.","isLair":false,"lairDescription":"When fighting inside its lair, the monster
can invoke the ambient magic to take lair actions. On initiative count 20 (losing
initiative ties), the monster can take one lair action to cause one of the
following effects:","lairDescriptionEnd":"The monster can't repeat an effect until
they have all been used, and it can't use the same effect two rounds in a
row.","isMythic":false,"mythicDescription":"If the monster's mythic trait is
active, it can use the options below as legendary actions for 1 hour after using
{Some Ability}.","isRegional":false,"regionalDescription":"The region containing
the monster's lair is warped by the creature's presence, which creates one or more
of the following effects:","regionalDescriptionEnd":"If the monster dies, the first
two effects fade over the course of 3d10 days.","properties":[],"abilities":
[{"name":"Shrieker Skin","desc":"A force field produced by a device on the centre
mast. Causes all non-magical projectiles to bounce away. Field can be breached with
a critical hit. AC 12."},{"name":"C.S.G.","desc":"The Counter Spell Generator sits
on the front and rear mast. Each covers its respective half of the ship. Repels up
to 3 spells per turn of level 3 or less. Can be breached with a critical hit. AC
12."}],"actions":[{"name":"20lbs `cannon","desc":"Ranged Weapon Attack: +5 to hit,
range 200/800 ft.\none target. Hit:(5d10) bludgeoning damage."},{"name":"32lbs
Cannon","desc":"Ranged Weapon Attack: +7 to hit, range 300/1000ft.\none target.
Hit:(8d10) bludgeoning damage."},{"name":"Ram","desc":"A creature/vehicle struck
must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength
modifier, taking 12d10) on a failed save, or half as much damage on a successful
one.\n\nAfter you deal damage you must make a Strength saving throw. DC = to ships
AC. On a failed save you take half the damage dealt by the ram. No damage on
success. \n\nThe Galleon has advantage on all saving throws relating to crashing
when it crashes into a creature or object."},{"name":"Dragon Shakers","desc":"Once
per combat the ship can launch from its cannons large containers filled with
thermite as they spin through the air they make an aggressive shaking noise as the
thermite hits the insides of the metal. \n\nRanged weapon attack: +7 to hit. 6d10
fire damage. If left alight it will continue to burn dealing 6d10 damage per turn.
Each turn it will burn through one wooden floor to the floor
beneath."}],"bonusActions":[],"reactions":[],"legendaries":[],"mythics":[],"lairs":
[],"regionals":[],"sthrows":[],"skills":[],"damagetypes":[],"specialdamage":
[],"conditions":[],"languages":
[],"understandsBut":"","shortName":"","pluralName":"","doubleColumns":true,"separat
ionPoint":0,"damage":[]}