Gargantuan Construct
Armor Class 10
Hit Points 1 (10d20)
Speed
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Senses Passive Perception 1
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Creature Capacity 3 crew, 4 passengers
Cargo Capacity 0.5 tons
Travel Pace 800 ft/turn
Actions
On its turn, the Bloodline 1 can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.
Front Lasers. Bloodline 1 can fire its front lasers twice.
Move. Bloodline 1 can use its helm to move.
Shield Generator. Bloodline 1 can activate its Shield Generator.
Underside Turret. Bloodline 1 can fire it’s underside turret three times.
Missiles. Bloodline 1 can fire a missile
Hull
Armor Class 15
Hit Points 100 (damage threshold 10)
 
 
Control: Helm
Armor Class 12
Hit Points 50
Speed (air/space) 800 ft
 
Move up to Bloodline 1’s speed, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Engines
Armor Class 13
Hit Points 100; -5 ft. speed per 20 damage taken
When damaged, requires a DC 10 Tinker Tools check to repair, with a cumulative +3 to the DC per 20 damage taken 
 
Weapon: Front Lasers
Armor Class 15
Hit Points 50

Ranged Weapon Attack: +6 to hit, range 200/500 ft. (Cone), one target. Hit: 16 (3d10) piercing damage. -1 to hit for every 10 damage taken. 

Weapon: Underside Turret
Armor Class 15
Hit Points 50

Ranged Weapon Attack: +6 to hit, range 200/500 ft., one target. Hit: 16 (3d10) piercing damage. -1 to hit for every 10 damage taken

Weapon: Missiles
Quantity: 2

Armor Class
18
Hit Points 20/each

Ranged Weapon Attack: +5 to hit, range 500/800 ft., one target. Hit: (7d10) piercing damage.

When a missile reaches 0 hp, roll a d6. On a 1, the missile explodes, dealing its damage to Bloodline 1

Defense: Shield Generator
Armor Class 16
Hit Points 40

Gives the entire ship 4d20 temporary hit points. Regardless of where the ship is struck, these hit points are removed first. -1d20 for each 10 damage dealt

Reactions

Uncanny Dodge. Once per turn, Bloodline 1 can halve the amount of damage it takes from an attack 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Eruston_Acna

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