Huge Construct, Chaotic Neutral
Armor Class 15 Natural armor
Hit Points 161 (10d20 + 60)
Speed 45 ft.
STR
24 (+7)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +11, CON +7
Skills Acrobatics +7, Athletics +11, Intimidation +3
Damage Resistances Psychic
Condition Immunities Blinded, Exhaustion, Poisoned, Prone
Senses Blindsight 60 ft. (blind beyond this radius)., Passive Perception 10
Languages Common but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magical upgrades. Betsy has magical upgrades gained along the years granted by it's countless captains, so if Betsy goes through an anti magic field and the upgrades stop working it's speed becomes 30ft,all of her attcks do half damage and it can only do once attack per turn

Anchor. Betsy can only apply this effect once per day, doing 2d10 extra damage to any of it's normal attacks and altering them in some ways:
-if apllied to ropes,the target must succeed on a DC 17 Dexterity saving throw or be grappled by Betsy
-if apllied to body slam,the target must succeed on a DC 16 Strength saving throw or be knocked prone 
-if applied to cannon,the target must succeed on a DC 16 Constitution saving throw or be knocked unconscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

 Ghost boat. Because Betsy it's still  boat it has some specific traits:
-Betsy has a compass inside of it that makes her always able to know wich direction she must go when asked to
-Betsy has food inside of it for a tripulation of seven for a month
-if  Betsy dies it can be brought back to life by being cast animate objects with a 6 level slot in it

Actions

Multiattack. Betsy makes a body slam or a cannon attack and a rope attack

Body Slam.
Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 33 (4d12 + 8) bludgeoning damage. 

Ropes. Melee Weapon Attack: +11 to hit, reach 10 ft., 3 targets. Hit: 13 (3d4 + 7) slashing damage. 

Cannon. RangedWeapon Attack: +5 to hit, range 60/180 ft., 1 target. Hit: 24 (4d10 + 3)  force damage.


Bonus Actions

Ropes. betsy uses it's arm-like ropes to manipulate anything around it, it can reach 10 feet at any direction and interact with objects it grabs as a bonus action

Description

A flying boat made by an old sorcerous pirate, normally Betsy might always be side by side to a powerful captain that have win it's loyalty, Betsy can clean itself, has it's own mind and personality and can fly at high speeds withou getting tired, if Betsy has no present captain, it will fly aorund the world searching for a captain, someone who's fair, who's roguish and  can lead a team 

ultzineo_de_gorfe

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