This item is an enormous battle airship, 200 ft. by 40 ft. It looks like a large sailing ship hanging from the balloon of a blimp. It is 100 feet tall.
Armor Class: 18
Hit Points: 500
Speed: 0 ft., swim 30 ft. (only on surface of the water), fly 40 ft., hover
Damage Immunities: poison, psychic
To be used as a vehicle, the airship requires one helmsman. There are three types of specialized crew members: the helmsman, the bosun, and the craftsman. Each of these have specialized actions that only they can do. Actions it can take besides these specialized actions are equal to the number of other crew members it has. Any specialized crew member can choose to serve as a non-specialized on their turn.
The airship floats on water and can move on water normally, though not down.
The airship cannot land.
The airship has rigging to the top of the balloon that you can climb without a check.
The balloon is magical and cannot be punctured, though it can take damage.
Ammunition: The mangonels and the ballista use ammunition. Usually, there are 40 ballista bolts and 20 mangonel stones, but the craftsman can make more.
Damage Threshold: If the ship takes less than twenty damage at a time, ignore the damage.
Variant: The airship may also have a thunder cannon if the DM chooses.
Actions
Helmsman Actions
Move: Move up to your speed forward, including up to 90 degrees of turning.
Rise: Angle your ship 45 degrees up, then take the Move action as a bonus action. Your ship then levels again. Take no other actions this turn, as your crew is being thrown about the deck.
Descend: Angle your ship 45 degrees down, then take the Move action as a bonus action. Your ship then levels again. Take no other actions this turn, as your crew is being thrown about the deck.
Turn: Make a hairpin turn, turning up to 270 degrees.
Drop anchor: The airship drops an anchor down to any solid object below it. Roll a d20. If the result is a 1, the anchor fails to hold. Otherwise, the airship cannot move more than 20 ft. from the spot directly above the anchor. The anchor rope is 500 feet long. If you are more than that distance from the solid object you are attempting to anchor, it does not reach.
Drop ladder: Drop one end of a rope ladder off of the port (left) side. The ladder is 300 feet long and can be climbed with a successful athletics check with a DC of your DM's discretion.
Raise anchor: raise the ship's anchor if lowered.
Raise Ladder: Raise the ship's ladder if lowered.
Bosun Actions
Fire Ballista: Fire 2 of the ship's 4 ballista. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Fire Mangonel: Fire 1 of the ship's 2 mangonels. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Variant: Fire Thunder Cannon: Take two turns to fire the ship's thunder cannon. Target a point at least 100 feet ahead of the ship that you can see. Each creature within 30 feet of that point must make a DC 20 dexterity throw taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much on a successful one. Every creature within 30 ft. of it is knocked prone, and inanimate objects take double damage.
Craftsman Actions
Repair Ballista: Use 2 turns to repair one damaged ballista. (1 turn if above half health)
Repair Mangonel: Use 3 turns to repair one damaged mangonel. (2 turns if above 1/3 health, 1 turn if above 2/3 health.)
Repair Helm: Use 3 turns to repair the helm if damaged.
Create Ammunition: Use 1 turn to create 3 ballista bolts or 2 mangonel rocks.
Additional Actions
Drop anchor: The airship drops an anchor down to any solid object below it. Roll a d20. If the result is a 1, the anchor fails to hold. Otherwise, the airship cannot move more than 20 ft. from the spot directly above the anchor. The anchor rope is 500 feet long. If you are more than that distance from the solid object you are attempting to anchor, it does not reach.
Drop ladder: Drop one end of a rope ladder off of the port (left) side. The ladder is 300 feet long and can be climbed with a successful athletics check with a DC of your DM's discretion.
Raise anchor: raise the ship's anchor if lowered.
Raise Ladder: Raise the ship's ladder if lowered.
Full sails: Increase the speed of the ship by 10 ft.
Components
Weapon: Ballista (4)
Armor Class 15
Hit Points 50 each
Weapon: Mangonel (2)
Armor Class 15
Hit Points 100 each
Control: Helm
Armor Class 18
Hit Points 50
Notes: As a DM, you may also find it useful to have the special actions run on a charges system., character proficient with water vehicles to be a helmsman, bosun, or craftsman. attunement takes 10 days for a bosun or a craftsman, and 15 for a helmsman., Movement, Utility, Exploration, Combat
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