Gargantuan Construct, Any Alignment
Armor Class 22 (Arcanite Plating)
Hit Points 495 (30d12 + 300)
Speed 120 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +18, DEX +12, CON +18
Skills Athletics +18, Perception +10
Damage Vulnerabilities Lightning
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Poison
Senses Blindsight 2400 ft., Passive Perception 20
Languages Languages Spoken by its Captain or Pilots
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Siege Airship. The Battlecruiser deals double damage to objects and structures. Objects with resistance to damage done by the Battlecruiser still take full damage, and Objects with immunity take half damage.

Magic Resistance. The Battlecruiser has advantage on saving throws against magic and magical effects.

Defensive Matrix. The Battlecruiser gains 40 temporary hitpoints every 24 hours. While it has these hitpoints, an Antimagic Field extends 10 feet from the Battlecruiser in all directions. As long as it has these hitpoints, the Battlecruiser takes 10 less damage from all sources that aren't adamantine. This reduction increases to 15 against magical damage that isn't from an adamantine weapon.

Constructed Nature. The Battlecruiser does not require food, air, or rest. It cannot regain hitpoints naturally, nor can it benefit from healing magic. The Battlecruiser may regain hitpoints if at least one creature who has proficiency with it spends 8 hours repairing it with Smith's tools. At the end of this period, the Battlecruiser regains 3d12 + 7 + The creature's arcana bonus hitpoints, plus 3d12 for each additional creature who repaired it for this duration. A mending spell cast on the Blackhammer instantly restores 2d4 hitpoints for it, to a maximum of 50 hitpoints every 24 hours.

Interior. The Battlecruiser has an interior that includes a cockpit and controls, a warehouse for storing munitions and equipment that is 50 ft x 100 ft x 50 ft, and a hall of twelve small apartments that each include a cot, a toilet, and a small set of exercise weights. The interior can be accessed via a series of hatches, which can be reached using a set of ladders on the side of the mech. The hatches lock while the Battlecruiser is in operation, requiring a DC 30 Strength(Athletics) check or a DC 20 Dexterity(Sleight of Hand) check to open while locked. Additionally, if the Battlecruiser moves or takes an action while a creature is navigating the ladders or attempting to open the latch, the creature must succeed on a DC 22 Dexterity saving throw or be thrown from the mech, falling 30 feet plus the height at which the Battlecruiser is flying.

Captain & Pilots.The Battlecruiser cannot function without a Captain and crew of eight pilots, and is incapacitated when it lacks them. The Battlecruiser's Intelligence, Wisdom, and Charisma Scores, including any passive scores or ability bonuses, are replaced with its Captain's if they are higher than the Battlecruiser. The Battlecruiser is wholly controlled by its Captain & Pilot, who must use their complete attention in unison to operate the mech. A person inside the Mech is behind full cover for all effects that originate outside the Battlecruiser's interior, and it is considered Petrified, though it remains aware of its surroundings and retains control over the Battlecruiser. A creature can only pilot the Battlecruiser if it has proficiency with Colossal Mechanical Vehicles, and can only Captain the mech if it has piloted it before. While piloted in this way, the Battlecruiser functions as a Spelljammer. Any effects that require a Charisma, Wisdom, or Intelligence saving throw affect the Battlecruiser's Captain rather than the ship itself.

Warp Jump. The Battlecruiser can use its action to teleport to any point on its current plane of existence that its Captain has been to before so long as it moves 300 feet in a straight line beforehand. If the Battlecruiser takes any damage during this movement, this feature resets.

Actions

Multiattack. The Battlecruiser makes two attacks, one with its ATG Cannons and one with its Helfire Missile Swarm.

ATG Cannons. Ranged Weapon Attack, +14, 4 targets, 600/1200. Target takes 27 (6d8) Radiant damage and 27 (6d8) Force damage. All creatures and objects within 10 feet of the target must make a DC 22 Dexterity saving throw, taking 18 (4d8) Radiant damage and 18 (4d8) Force damage on a failed save, or half as much on a successful one. Any creature within 20 feet of the target must succeed on a DC 22 Constitution saving throw or be blinded until the end of its next turn. A creature in the area of more than one blast is affected only once, though it can be targeted multiple times.

Helfire Missile Swarm. Ranged Weapon Attack, +14, 12 targets, 240/480 ft. Target takes 9 (2d8) Radiant damage and 9 (2d8) Force damage. All creatures and objects within 5 feet of the target must make a DC 22 Dexterity saving throw, taking 5 (1d8) Radiant damage and 5 (1d8) Force damage on a failed save, or half as much on a successful one. Any creature or object within 10 feet of the target must succeed on a DC 22 Constitution saving throw or be deafened until the end of its next turn. A creature in the area of more than one blast is affected only once, and a creature may only be targeted once for every size it is larger than Tiny (eg. Tiny 0 times, Small 1 time, Medium 2 Times, etc.)

Annihilation Pulse. Ranged Weapon Attack, 800/1600 ft. All creatures and objects within a 20 ft sphere centered on a target point within range must make a DC 22 Dexterity saving throw, taking 54 (12d8) Radiant damage and 54 (12d8) Force damage on a failed save, or half as much on a successful one. Any creature within 60 feet of the target location must succeed on a DC 22 Constitution saving throw or be blinded and deafened until the end of its next turn. All constructs within 120 ft of this blast are incapacitated until the end of their next turn. This attack cannot target a point within 300 ft. of the Battlecruiser. [Recharge 5-6]

Reactions

Disruption Pulse. The Battlecruiser attempts to interrupt a creature in the process of casting a spell within 240 ft of itself. If the creature is casting a spell of 4rd level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, the Battlecruiser makes a Constitution saving throw. The DC equals 9 + the spell's level. On a success, the creature's spell fails and has no effect. The Battlecruiser may use this reaction 6 times, regaining all uses after 8 hours have passed without a use being expended.

Legendary Actions

The Battlecruiser takes 3 legendary actions per round. The Battlecruiser cannot take legendary actions if it is below 50 Hitpoints.

Blitzkrieg(Costs 2 Actions) The Battlecruiser makes 1 ATG Cannons attack.

Evasive Maneuvers. The Battlecruiser moves up to its speed, gaining advantage on Dexterity saving throws until the start of its next turn.

Scan. The Battlecruiser makes a Wisdom(Perception) check with advantage.

Description

Battlecruisers are enormous, high-flying siege ships designed to carry armies and level entire cities. The mech is Colossal, easily containing a cities worth of material and weighing incalculable mass. Designed and Constructed by ancient Artificers for wars of mythic proportions, the mechs are constructed of a rare and powerfully imbued alloy of adamantine called Arcanite. Nearly immune to magic and equipped with firepower that makes dragon breath look like wall torches, Battlecruisers strike fear into the hearts of enemies and allies alike. Only 3 of these mighty warships were ever created.

Kirtical_Mass

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