Armor Class 18 Soarwood & Plate Armor
Hit Points 300 (30d10 + 3)
Speed 80 ft.
STR
20 (+5)
DEX
18 (+4)
CON
15 (+2)
INT
11 (+0)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +10, DEX +9
Skills Stealth +5
Damage Vulnerabilities Lightning, Poison, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Passive Perception 10
Languages Can understand all languages that its Captain comprehends but does not verbally communicate in return.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Components. Since the ship is made out of Soarwood (wood lighter than air), if an attack is able to beat the ship's AC another attack roll to target a specific part of the ship may be made. If that roll is not high enough to target a specific part, or that part has already been destroyed, then the attack will still damage the ship's general pool of health.

Ships Destruction (0 HP). When a ship's HP reach 0, it may be instantly destroyed or begin to collapse. Instant destruction occurs when remaining damage equals or exceeds the ship's max HP. Collapsing reduces speed to 0 and prevents checks and saves, except for Salvage Rolls. On Salvage Rolls, a roll of 10 or higher is a success, preventing further destruction. Three successes stabilize the ship but it has disadvantage on all actions. A failure destroys a random part and a Nat 1 counts as two auto failures. A Nat 20 restores 5 HP. Damage at 0 HP also causes an auto Salvage Roll failure. A stable ship doesn't roll but has disadvantage and halved speed. Damage makes it unstable and Salvage Rolls resume.

Astral Conduit Locator. A Mechanus-infused hovering mechanical orb that connects to the help of the ship used to locate natural or unnatural conduits in the Astral Sea It has a 90% accuracy rate and takes 30 seconds - 1 minute to use.

Repairing. Repairing ship takes 1 hour and a mechanical tool kit, at the end of which an Intelligence (mechanical tools) check is made. The vehicle's hit points are restored by the check result -5. Poor repairs can cause damage. The cost of repairs is the amount of HP gained or lost, divided by the total vehicle HP and multiplied by the vehicle's price.

Actions

Action Name. Ship can make 1 Omega Cannon attack or cast Omega Plates as a bonus action to Captain Quin.

Omega Cannon. RangedWeapon Attack: +9 to hit, range 300/600ft, 3 targets at once. Blasts 3 orbs of fire at chosen points within range. Each creature in a 60-foot radius sphere must make a DC 18 Dexterity save or take 4d8 fire (half on success). Only one sphere per creature, and environmental damage is doubled.

Omega Plates (1 set). 4 floating plates within 60ft of the ship's help, hold 1 small to medium size creature each, and is controlled by the creature on each plate. DC 13 Constitution saving throw when ship is hit by an attack or takes damage to maintain concentration, or else user falls wherever they are. Can be used as an Action or Reaction.

Reactions

Omega Plates. (see action)

Legendary Actions

The Ship can make one Legendary Action per round, recharged when it cycles back
around to its turn. This action may only be taken after another creature's turn.

Ramming Speed. The ship boosts it's engine power to rush forward 100 ft. in a straight line, forcing all creatures within that line to make a Dexterity saving throw or
take 4d1) bludgeoning damage, be knocked back 20 ft. and be knocked prone. The Ship will take 1d4 bludgeoning damage per creature hit.

Crash. When the ship crashes, everything within 75ft must make a DC 18 Dexterity save or take 12d10 bludgeoning damage (half on success). Damage is also dealt to the ship and crew depending on the size of the obstacle: if it's huge or larger, half the damage is divided between them, if it's large, all damage is divided, and the ship takes twice as much as the crew.

Monster Tags: constructPsionic

GM_Smudge