Clockwork. This creature has the Clockwork trait.
Clockwork Mind. Clockwork crew can be controlled as an action by entities with "Command Clockwork" action.
Clockwork Code. This language is an intricate combination of clicks, grinding gears, whistles, and whirring metal understood by Clockwork constructs.
Mistvision. This creature can see normally through fog, mist, or clouds up to 120 feet.
Boarding Action Experience. If another ship is target of a Boarding Action, the crew can attempt to cross the expanse via a gangplank, swinging on rigging, or leaping across. +1 to the applicable check.
Cutlass. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
-or-
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) piercing damage. Finesse. Light. Thrown (20/60)
and
Crossbow, Hand. Ranged Weapon Attack: +1 to attack, Hit: 3 (1d6) piercing. Ammunition, Range (30/120), Light, Loading.
-or-
Cleaver. Melee Weapon Attack: +2 to attack, Hit: 5 (1d6+2) slashing. Light. Thrown (range 20/60).
and
Cast Iron Skillet. Melee Weapon Attack: +2 to attack, Hit: 5 (1d6+2) bludgeoning.
Description
Forged in unknown foundries and powered with arcane magic, these mechanical crew plague the skies of the Seorsus with their depredations. Despite being constructs with a sentience born of science and magic, they function much like any other pirate crew but without all the hassle of things like food. This doesn't stop them from having a galley and even a construct serving as a cook, but it does cut back on the budget for fresh citrus and it frees up the cook for doing other tasks.
By having all of the trappings of a pirate ship social system, clockwork pirate crew are able to function as a highly skilled unit under the direction of their ship's officers and present a constant menace to the explorers in the skies of Seorsus.
Previous Versions
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10/11/2022 1:36:47 PM
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10/11/2022 1:57:43 PM
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2
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Coming Soon
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