Gargantuan Construct
Armor Class 15 Hull
Hit Points 300 (1d20)
Speed 90 ft., If turning, speed is reduced to 45 ft. , Walk 5 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Damage Threshold (15): A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Damage below the threshold is ignored.

 Crew (6): A ship requires a crew of 10 members, where a skilled hireling would cost 5 gp per day to employ.

Passengers (4): A ship can hold up to 20 passengers on-board. A passenger will need to pay around 1 gp per day to receive passage.

Cargo (1 ton).

Repair: Repairs can occur while berthed. Repairing 1 hit point of damage will cost 1 day of labor and 20 gold.

Actions

Ballista Shot: Ranged Weapon Attack: +6 to hit, range 100/300 ft, one target. Hit: 26 (3d12+9) [piercing] damage.

Before it can be fired, the ballista must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

The ballista has 40 hit points, and an AC of 16. Replacing a destroyed ballista will cost 250 gp.

Weapon: Harpoon Gun

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) [piercing] damage.

In addition to dealing the damage on hit the harpoon also impales the target. While impaled, the target can't take any actions on its turn other than trying to free itself from the harpoon, which requires a successful DC 15 Strength check. If the check succeeds, the target takes 5 (1d10) piercing damage as the harpoon is pulled free and is no longer impaled. If a harpoon is attached to the gun by a rope, a creature impaled on that harpoon can't move farther away from the gun or increase its altitude until it frees itself. A creature within reach of the gun's winch can use its action to reel in a harpooned creature, pulling it up to 20 feet closer to the gun.

The harpoon gun has 40 hit points, and an AC of 16. Replacing a destroyed harpoon gun will cost 400 gp.

Bonus Actions

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

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.

kirend

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