Gargantuan Construct, Unaligned
Armor Class 30 (Ablative Heavy Ship Armor)
Hit Points 1500 (70d20 + 330)
Speed 2640 ft., The USS ARMENSHIP's main propulsion is provided by four large antiproton thrusters, with both aft and forward exhausts. The exhaust of antiproton drives is measured in millions of degrees Celsius; any vessel caught behind them will melt like wax in a blowtorch. The thrusters enable the ship to travel at speeds of up to mach 5 (2640 ft. per second), or to simply hover in place. The secondary propulsion is the Tantalus Drive Core, which generates the magic field around the ship that enables faster-than-light travel or planar shifting.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws STR +19, CON +19, INT +19
Skills History +10, Medicine +10, Perception +12, Stealth +15
Damage Resistances All
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight Radar System, 5280 ft., Darkvision Night Vision and Thermal Sensors, 5280 ft., Truesight LADAR (Laser Detection and Ranging), 5280 ft., Passive Perception 15
Languages All The AI System can speak all languages. --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the ship fails a saving throw, it can choose to succeed instead.

Magic Resistance. The ship has advantage on saving throws against spells and other magical effects.

Kinetic Barriers. Any time the ship is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the ship is unaffected. On a 6, the ship is unaffected, and the effect is reflected back at the caster as though it originated from the ship, turning the caster into the target.

GARDIAN Lasers. Any time the ship is targeted by a ranged weapon of +2 or lower that requires a ranged attack roll, roll a d6. On a 1 to 4, the ship is affected. On a 5 to 6, the is unaffected.

Siege Machine. The ship deals double damage to objects and structures. 

Immutable Form. The ship is immune to any spell or effect that would alter its form.

Regeneration. The ship regains 50 hit points at the start of its turn if it has at least 1 hit point.

Beam me up, Scotty! As a bonus action, the ship can perform the Gate spell and the party and/or shuttles can be teleported from any location back to the ship's Shuttle Bay.

H.E.I.M.D.A.L.L. Higher Electronic Intelligence Magically Designed And Laden Lifeform, is the Artificial Intelligence that was installed in the USS ARMENSHIP and can perform ship related actions on his own. Additionally, a smaller humanoid platform was created to be more mobile and support the party on quests. He is still mainly in the ship and only a small part of his processing power is occupied with controlling the body.

Actions
  1. On its turn, the frigate can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew. Without the Engineer or Sir Richard, the Drive Core cannot be operated; planar shifting, Gate spells, and warp speed are disabled. Without the Bosun or Glorificus, the GARDIAN Lasers do not function properly and become disabled. Without the First Mate or the Captain Bash the Berserk, the ship cannot make movement actions. Without the Quartermaster or Lucky Chances, the ship's sensors cannot be operated; Truesight, Darkvision, and Blindsight are disabled. Without the First Mate or Ramius the Ruthless, the Thanix Cannon is disabled. Without the Medic or Gretch il Lupo Oscuro, the ship cannot repair itself properly; Regeneration is disabled.

Javelin Disruptor Torpedoes (2 Turn Reload Per Launched Torpedo, 10 Tubes) Ranged Weapon Attack. +5 to hit, 1 mile long and 50 ft wide cone of hitting a target, Must make a DC 18 dexterity saving throw, on failing takes 5d20+5 necrotic damage in a 10 ft radius, on passing takes half damage.

Thanix Magnetic-Hydrodynamic Weapon (Recharge 5-6) Ranged Weapon Attack. 3 mile long and 5ft wide line, +15 to hit, Must make a DC 20 (-2 per mile) dexterity saving throw and on failing take 25d20+25 radiant damage, on passing they take no damage. Points forwards and can only aim when the ship turns.

Ramming Prow Melee Weapon Attack. 5ft reach. When moving into a  ship or asteroid, they take 1d20 (+2 Per 100 ft moved before ramming and +3 per 10 ft of speed)  bludgeoning damage.

 

Reactions

Turn. As a reaction, the ship can turn 90 degrees in any direction.

Vent Thrusters: When attacked from the behind, the ship can release a 20ft. cone of heat from it's chest, enemies within this cone must make a CON saving throw of 18 or take 6d8 of fire damage, and become blinded until the end of their next turn.

All hands on deck: When the ship has been boarded, the AI can call an All Hands! command to unify the minds of all the Constructs manning the ship to teleport to the breach and attack the invaders.

Legendary Actions

The frigate 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 ship regains spent legendary actions at the start of its turn.

Attack. The ship makes one volley or ramming attack.

Move. The ship moves up to half its speed or turn 90 degrees in any direction.

Blast 'em (Costs 2 Actions). The ship uses its Thanix Cannon.

Rapid Repairs (Costs 2 Actions). The automaton crew of the ship work to fix any damage that has been sustained. The ship heals 200 hit points, if the ship has taken fire damage in the last turn, heal 100 hit points instead.

Description

 USS ARMENSHIP is a frigate-class starship that serves as Captain Bash's base of operations for some serious questing.

Gargantuan Vehicle (558 feet long by 246 feet wide by 105 feet high)
Creature Capacity 40 crew, 60 passengers
Cargo Capacity 200 tons
Travel Pace 4 miles per hour (96 miles per day)
Roll Initiative! +5

Ship's Crew - the crew consists of Constructs, a variant of Marut that is bound to the ship and not a contract. Within the crew there are the following:

  • An Artificial Intelligence (AI) System that can assume the body of one of the standard Marut Sailors.
  • A first mate, a bosun, a quartermaster, an engineer, and a medic.
  • Twenty-five sailors.

Ship’s Layout:

Deck 1: Captain's Cabin
1 - Private Terminal (besides receiving the news, you can also invite guests by it)
2 - Aquarium
3 - Armor Locker

  • Deck 1 is the Captain's Cabin. It contains an aquarium, armor locker, private terminal, display case for model ships and artifacts, and a bathroom. On the desk are pictures of Bash the Berserk and Gretch il Lupo Oscuro’s Family. At the bedside is a picture of the couple at a Christkindlmarkt.
  • Trophies and Wondrous Items:
    • Two space cats named Goose and Maverick (“Mavi” for short).
    • After saving the Twilight Druid Circle in the kingdom of Amn, Master Verthan’s chessboard was taken as a trophy by Gretch il Lupo Oscuro who took over as Grand Druid, she placed it in the Captain’s Cabin on the desk/table by the bed.

Deck 2: Combat Information Center
1 - Bridge
2 - Galaxy Map (also terminal can be found here)
3 - War Room (the most important place in this room is a terminal to look through war resources and multiplayer game progress)
4 - Conference Room

  • Deck 2 is the Combat Information Center, or CIC. It contains the USS Armenship's bridge, the galaxy map, and a conference room. The armory has been moved down to the shuttle bay on deck 5, as per Alliance regulations, and the laboratory has been converted into the new conference room, to make space for the War Room. Jokerand EDI work on the bridge and Specialist Samantha Traynor, the comm specialist, works from the galaxy map.
  • A new addition to the CIC layout is the War Room, where War Assets and the Galactic Readiness can be examined. It also contains a Quantum Entanglement Communications room, used by the Captain to contact various individuals to help with the war effort.

Deck 3: Crew Deck
1 – Sir Richard’s Quarters (includes Alter, Armor Rack, Weapons Rack, and Mimic Chest trained to kill intruders and not crew members when opened)
2 - The Main Battery
3 - Server Room/AI Core
4 - Life Support/Medical Bay
5 – Kitchen and Common Area
6 - Observation Deck A (Lounge – Library, Couches, and Massage Chairs)
7 – Observation Deck B (Game Room - Open Bar, Virtual Reality Gaming Chairs, Pool Table, Dart Boards, Card Table)
8 - Crew Sleeping Quarters

  • Deck 3 is the Crew Deck. It contains the medical bay, crew sleeping quarters, kitchen, common area, observation decks, AI core, life support, bathrooms, an office and the main battery. The office contains the Broker Terminal, which gives you information about the characters that the party can encounter during the fight, and the Intel Terminal.
  • The medical officer, spends their time in the sick bay. The medical bay also has two terminals: one that can be used to administer healing services (i.e. Remove Curse, Remove Disease, Heal, and Revive), and a second that stores the bodies, souls, and equipment of the defeated Party Members and Ship’s Automaton Crew for automatic respawning. 

Deck 4: Engineering
1 - Engineering
2 - Stairs on the Subboard
3 - Starboard Guestrooms/Brig
4 - Port Side Cargo Hold

  • Deck 4 is the Engineering deck. It contains the USS Armenship's drive core; the starboard cabin is meant for guests and visiting high-ranking officials along for the journey. Since frigates often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame. 

Deck 5: Shuttle Bay
1 - Armory (you find here a weapon modification bench, armor locker and terminal for shopping)

  • Deck 5 is the Shuttle Bay. It contains the USS Armenship's armory, cargo hold, and two Kodiak shuttles. Equipment from various retailers can also be purchased here via the procurement terminal at a slight premium over retail prices. A weapon modification bench and armor locker are also available here which party members can use to modify and forge weapons and armor. A small gym and sparring ring is also found here.

_____________________________________________________________________________
Armament:

  • Javelin Disruptor Torpedoes (2 Turn Reload Per Launched Torpedo, 6 Tubes)

Initially, the USS ARMENSHIP is armed with two Javelin disruptor torpedo launchers mounted on the joints between its engine mounts and primary hull. The Javelin is an experimental close-assault weapon consisting of paired disruptor torpedo tubes bolted or magnetically "slung" onto the ship's exterior armored hull. The torpedoes are fired on converging trajectories, detonating in a precisely timed sequence that allows the dark energy emitted by their warheads to resonate, magnifying the resulting space-time warp effects and literally shredding the target apart. +5 to hit, 1 mile long and 50 ft wide cone of hitting a target, Must make a DC 18 dexterity saving throw, on failing takes 5d20+5 necrotic damage in a 10 ft radius, on passing takes half damage.

  • Thanix Cannon (Recharge 5-6)

The Thanix Magnetic-Hydrodynamic Weapon uses an electromagnetic field to shape and accelerate a stream of superheated molten metal to relativistic velocities, which then impacts its target and deals horrendous damage. It is strong enough to destroy a Warship in two shots. 3 mile long and 5ft wide line, +15 to hit, Must make a DC 20 (-2 per mile) dexterity saving throw and on failing take 25d20+25 radiant damage, on passing they take no damage. Points forwards and can only aim when the ship turns.

  • Ramming Prow (No Cooldown)

Defenses:

  • Kinetic Barriers

The USS ARMENSHIP is equipped with Multicore shielding utilizing Cyclonic Barrier Technology (CBT). The CBT violently slaps aside rather than halting incoming linear force. By rotationally firing their magic field projectors, the ship creates rapidly oscillating kinetic barriers instead of static ones. Shooting through the CBT is like trying to shoot at a target inside a spinning ball. If an emitter is damaged, the CBT corrects to become a traditional shield array, a safety feature that makes it most effective during opening volleys.

  • Heavy Ship Armor

The USS ARMENSHIP is plated with ablative heavy ship armor can be retrofitted to the hull of the ship, improving her survivability in combat. The armor can resist even the tremendous heat and kinetic energy of starship weapons. The armor is nearly unsurpassed in strength because its central material, carbon nanotube sheets woven with diamond Chemical Vapor Deposition, are crushed by magic fields into super-dense layers able to withstand extreme temperatures. That process also compensates for diamond's brittleness.

  • GARDIAN Lasers

The USS ARMENSHIP is also armed with an array of anti-missile and anti-fighter craft GARDIAN (General ARea Defensive Integration Anti-spacecraft Network) point defense lasers.

Propulsion & Power:

  • Antiproton Thrusters

The USS ARMENSHIP's main propulsion is provided by four large antiproton thrusters, with both aft and forward exhausts. Antiprotons are injected into a reaction chamber filled with magic. The resulting matter-antimatter annihilation provides unmatched motive power. The exhaust of antiproton drives is measured in millions of degrees Celsius; any vessel caught behind them will melt like wax in a blowtorch.

  • Fusion Plant

Power for the USS ARMENSHIP's drive core and electrical systems is provided by a nuclear fusion plant. The generated lightning magic provides the energy required to perform the Gate spell to transport Party Members and other forces to and from the Ship's Shuttle Bay. There is also a smaller secondary reactor to provide auxiliary power in case the main reactor is shut down.

  • Elfgardian Drive Core

Integral to the USS ARMENSHIP's stealth systems, the oversized Elfgardian drive core generates mass concentrations that the USS ARMENSHIP "falls into", allowing it to move without the use of heat-emitting thrusters and gaining the status of Improved Invisibility. It also generates the magic field around the ship that enables faster-than-light travel or planar shifting.

Sensors & Scanning

  • Modular Probe Bay

The USS ARMENSHIP utilizes probes to recover valuable resources from planets and investigate anomalies detected on planets.

  • Sensors

The USS ARMENSHIP uses a variety of passive and active scanners, such as visual, thermographic, and radio detectors, radar, and LADAR (Laser Detection and Ranging/Truesight). LADAR has a narrower field of view than radar, but LADAR resolution allows images of detected objects to be assembled and essentially casts Truesight for 5 miles.

  • Advanced Mineral Scanner

The Advanced Mineral Scanner delivers superior long-range topographical scanning resolution and rendering speed.

By deploying an orbital multistatic grid of 100 radar-emitting micro-satellites, the scanner quickly delivers a global Digital Elevation Model (DEM) at 15 meters per pixel (mpp) resolution, vastly outclassing the USS ARMENSHIP's previous scanner peak performance of 27 mpp. Such imaging quality provides superior defense intelligence, and at a speed warranted by the dangers of combat.

At slower scanning and rendering speed, the scanner can resolve down to an astonishing 0.001 millimeter per pixel—ideal for geological and biological prospecting, archaeological research, and long-term security surveillance. By employing such a massive multistatic grid of nearly-untraceable micro-emitters, the resilient scanner is virtually invulnerable to electronic or magical countermeasures. The spherical geometry of the scanner grid also allows superior cross-sectioning of targets.

Lair and Lair Actions

USS ARMENSHIP
The ship that the Marut are bound to is the Lair and are part of the Ships AI System. The ship has two Lair actions.

Set Phasers To Stun: The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.

All hands on deck: When the ship has been boarded, the AI and Security Forces can call an All Hands! command to unify the minds of all the Constructs manning the ship. The crew will teleport to the breach and attack the invaders.

Monster Tags: NPCMisc Creatureconstruct

Bash_the_Berserk

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