Gargantuan Construct, Unaligned
Armor Class 15 Plate
Hit Points 1100 (104d20 + 5)
Speed 50 ft., Base speed 25 ft in light wind, 50 ft in moderate wind, 100 ft in heavy wind
STR
30 (+10)
DEX
1 (-5)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Senses Passive Perception 1
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Creature Capacity  1000
Cargo Capacity 180 ft x 40 ft x 40 ft, 700 tons
Travel Speed 5 MPH / 120 MPD
Cost 120 000 GP
Mount Points 20 light, 10 heavy (Typical loadout : 1 Naval Ram, 20 Cannons, 2 Siege Towers, 6 Trebuchets)

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Hull

Armor Class 15
Creature Capacity 17d100 + 60 (average 900)
Damage Threshold 20

If the hull loses all its HP, all crew and cargo fall out of the airship (see Reactions)

Wings

Armor Class 15
Creature Capacity 1d100 + 80 (average 100)
Damage Threshold 10

If the wings lose all their HP, the vehicle will enter into a spin (see Reactions). On recovery the vehicle will land instead of crashing after 5 turns.

Engines

Armor Class 15
Creature Capacity 1d100 + 80 (average 100)
Damage Threshold 10

If the engines loses all their HP, the vehicle will enter into a nosedive (see Reactions). On recovery the vehicle will land instead of crashing after 5 turns.

Actions

 

Movement An airship may move up to its move speed. It may also yaw (turn left or right), pitch (rotate port or starboard), or elevate (tilt up or down) up to 30 degrees. Turning further than 30 degrees requires a successful stunt roll, after which 90 degrees of flexibility become available.

Mounted Weapons If the airship's mount points are loaded with weapons, the airship may fire a weapon at a target.

The following siege weapons may be installed in a light mount point.

  • Ballista A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +/- Ship Dex Bonus to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. HP 50, AC 15, Damage Immunities : Poison, Psionic
  • Cannon A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +/- Ship Dex Bonus to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage. HP 75, AC 19, Damage Immunities : Poison, Psionic
  • Mangonel A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. Ranged Weapon Attack: +/- Ship Dex Bonus to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage. HP 100, AC 15, Damage Immunities : Poison, Psionic
  • Suspended Cauldron A cauldron is an iron pot suspended so that it can be tipped easily, spilling its contents. Once emptied, a cauldron must be refilled — and its contents must usually be reheated — before it can be used again. It takes three actions to fill a cauldron and one action to tip it. Ranged Weapon Attack The cauldron pours boiling oil onto a 10-foot-square area directly below it. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

The following may be installed in a heavy mount point

  • Naval Ram See Reactions section
  • Siege Tower A siege tower is a mobile wooden structure with a beam frame and slats in its walls. A creature in the tower has total cover from attacks outside the tower. HP 200, AC 15, Damage Immunities : Poison, Psionic
  • Trebuchet A trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. Ranged Attack +/- Ship Dex Bonus to hit, range 300/1,200 ft. (can’t hit targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage. HP 150, AC 15, Damage Immunities : Poison, Psionic

Stunt An airship pilot may make an ability check using their animal handling proficiency to perform one of the following stunts :

  • Avoid a small size or smaller stationary hazard : DC10
  • Make a sharp turn, gain or drop altitude quickly, avoid a medium size or larger stationary hazard : DC15
  • Recover from a nosedive, move full speed through a wide passage, move half speed through a narrow passage (3 times largest cargo dimension), avoid a slow projectile (40 ft/turn or less) : DC20
  • Recover from a spin, move full speed through a narrow passage (3 times largest cargo dimension), avoid a fast projectile (more than 40 ft/turn movement) : DC25
  • Avoid a very fast projectile (arrows, missiles, spells, canon fire) : DC30
Reactions

Damage Threshold If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn’t reduce the component’s hit points.

Crash Melee Weapon Attack: Animal Handling +/- ship dex modifier to crash intentionally, Dexterity +/- ship dex modifier for both crew and target to save for half damage, 16d10 Bludgeoning damage to both airship and target.

If a Naval Ram is installed (uses 2 heavy mount points), the airship has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram first rather than to the ship. These benefits don’t apply if another vessel crashes into the airship. Naval rams have 100 HP, AC 15, Damage Threshold 10, Damage Immunities : Poison, Psionic

Falling Creatures or cargo falling from an airship with no parachute or other assistance take full 20d6 falling damage

Spin A critically failed stunt roll on a DC15 or less check or some ship sections losing all HP will send the vehicle into a nosedive, causing the vehicle to crash in 5 turns unless a DC20 animal handling check is made by the pilot to recover

Nosedive A critically failed stunt roll on a DC20 or higher check or some ship sections losing all hp will send the vehicle into a spin, causing the vehicle to crash in 5 turns unless a DC25 animal handling check is made by the pilot to recover

Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.

Description

Clad in protective steel plating, this monstrous ship is the de facto flagship for most naval commanders. These heavily armored behemoths are equipped with many defenses, and and are equally quite deadly in aerial combat.

Adapted from triplecrit dot fandom dot com slash wiki slash Airships#articleComments under the CC-BY-SA license. Adapted content also under CC-BY-SA license.

OGL D20 Modern Conversion rules for Vehicles adapted from GM Binder page -LixqdaLoRasl0_Qpood

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