The Asterkus is a Gargantuan Airship (100ft. by 20ft.) with the following characteristics:
Ceilings. The ceilings in the lower deck, holds, and cabins are 10 feet high with 8-foot-high doorways.
Doors. The ship’s doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves’ tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check. The stairs to below deck, captain's cabin, three crew cabins and main cargo hold all have a door.
Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. The captain's cabin, three crew cabins and main cargo hold each have a footlocker.
Light. Hanging lanterns cast bright light throughout the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails. The ship has one central 60-foot-tall mast and two wing-like side sails for propulsion. The side sails stick out 20 feet each. The main sail has a crows nest that can be reached by climbing rigging.
Creature Capacity. 10 Crew, 15 Passengers
Cargo Capacity. 20 tons
Travel Pace. 5 miles per hour (120 miles per day). Ship travels 3mph with a headwind and 7mph with a tailwind. (45ft in combat)
Damage Immunities. poison, psychic
Condition Immunities. blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the ship can take 2 actions, choosing from the options below. It can take only 1 actions if it has fewer than 8 crew and it can take no actions if it has fewer than 6 crew.
Move. The ship can use its helm to move with its sails.
Turn. The ship can turn up to 90 degrees.
Fire Cannons. The ship can fire any cannons that are being operated by 2 trained crew or passengers.
Hull
Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 18
Hit Points 50
If the helm is destroyed, the warship can’t turn.
Control: Arcane Engines (2)
Armor Class 20
Hit Points 100 (each)
If one arcane engine is destroyed or disabled the ship will lean to that side, requiring an DC 16 Dexterity saving throw from any creatures on board. On a failure creatures fall prone, or overboard if near a railing. In addition the ship will begin descending at 120ft per round. Creatures on board upon impact take fall damage for the amount fallen, halved. If both arcane engines are destroyed or disabled, the ship enters free fall.
Movement: Sails
Armor Class 12
Hit Points 100; −10 ft. speed per 25 damage taken
Weapons: Cannons
Armor Class 18
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 22 (4d10) bludgeoning damage.