Gargantuan Construct
Armor Class 20 Natural Armor
Hit Points 500 (10d20)
Speed 100 ft.
STR
14 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
7 (-2)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws STR +6, CON +8
Skills Intimidation +18
Damage Vulnerabilities Fire
Damage Resistances Piercing, Slashing
Damage Immunities Poison, Psychic
Senses Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Damage Threshold. [20] Minimum Damage is needed to affect the ship's health.

Actions

Halting. requires no skill checks to perform. When you halt a ship, it stops sailing, and will drift 100 feet in the direction it is facing each turn. You can restart a vessel’s movement by making the same skill checks required for turning (see below).

Turning. Alters the course of the ship. During your turn, you may turn a ship one point in either direction (a point here refers to one of eight directions; up, down, left, right, and the diagonal directions between each). Two successes on any combination of the following checks are required to turn the ship: Strength (Athletics) and/or Dexterity (Acrobatics). These represent the characters tying off sheets, cutting sails, and commanding the helm

Cannon Group. Ranged Weapon Attack: +5 to attack, Range 500 ft. damage 10d10. Recharge every five rounds.

Large Cannon. RangedWeapon Attack: +5 to attack, range 500 ft., damage 5d10. Recharge every two rounds.

Swivel. Ranged Weapon Attack: +2 to attack, range 100 ft., damage 2d6. This damage ignores the vessel's DT. To make an attack with a swivel, a character must make a Crossbow attack against the target vessel’s AC.

Bonus Actions

Put out Fires. Elemental monks on the ship can put out a fire on the ship. This has a 3 turn recharge.

Description

A large naval vessel built for heavy damage against a coastal city or maintaining an embargo. Often the flagship of a navy, a rich nation might have 2-3 of these ships as the command centers of a fleet.

YankTheBard

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