Gargantuan Construct, Unaligned
Armor Class 1
Hit Points 1 (1d20)
Speed
STR
20 (+5)
DEX
4 (-3)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits
Hull
Armor Class 15
Hit Points 500 (damage threshold 15)
 
When this section reaches half health the helm can be damaged, if the helm loses all health the ship is destroyed 
Control: Helm
Armor Class 18
Hit Points 50
Manpower: minimum 1 pilot, at least 1 alchemist recommended
 
not having this section manned grants the phase spider brain full control over the ships movement
If the helm is destroyed, the airship will slowly fall out of the sky at a rate of 100ft a round
Action
Move up to ship's movement and make one 90-degree turn.
Pilot Reaction (recharge on 6)
in response to any ship component being damaged the entirety of the airship can shift to the ethereal plane nullifying the attack, this lasts for 2d6+int rounds using the pilots int
Vulnerable section
In response to this section being damaged the pilot must succeed on a int saving throw with the DC equalling 10 or half the damage they take, whichever number is higher or be stunned for a round. If this station is manned by a alchemist the pilot has advantage on the roll
Movement: Sails
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (Air) 30ft (not manned) 60ft (manned with 30 people)
Manpower: At least 30 people recommended
While not manned this station still provides 30ft of movement however every 5 people that crew this station (to a max of 30) provide an additional 5ft of movement
Weapon: Cannon (6)
Armor Class 15
Hit Points 50 each
Manpower: Each cannon requires 3 people to man (18 total for all cannons)

Ranged Weapon Attack: +6 to hit, range 600/2400 ft., one target. Hit: 44 (8d10) Bludgeoning damage.

Weapon: Magic Missile Battery's 
Armor Class (apart of hull)
Hit Points (apart of hull)
Manpower 50 people each manning there own wand
 

Action

This station has 6 charges and can expend 1 or more charges to cast magic missile, dividing the total damage against how many targets it chooses this station regains  1d6 + 1 expended charges daily at dawn

1 Charge: 150 darts, (450) 150d4+150 force damage

2 Charges: 200 darts, (600) 200d4+200 force damage

3 Charges: 250 darts, (750) 250d4+250 force damage

4: Charges: 300 darts, (900) 300d4+300 force damage

5 Charges: 300 darts, (1050) 350d4+350 force damage

6 Charges: 350 darts, (1200) 400d4+400 force damage

 

Weapon: Naval Ram
Armor Class 20
Hit Points 100 (damage threshold 10)
 
Damage of crash 16d10
The warship 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 rather than to the ship. These benefits dont apply if another vessel crashes into the warship.

Description

If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it. When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in placeis instead destroyed.

Crash Damage

Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10

 

A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.

emptysparrow

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