Gargantuan Construct, Unaligned
Armor Class 18 Steel hull
Hit Points 99 (6d20 + 36)
Speed 10 ft., Maximun of 40ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 180ft, Passive Perception 10
Languages Telepathy 300ft it is a radio signal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Hull. The hull has 99 hp and 18 AC, hen the hull reaches 49 hp it breaches, it has leaks that can be countered by the motors in the ballast room, and when it reaches 0 all water enters and creatures of size large or smaller can enter the submarine in the breach, if this happend the submarine will start accelerating downwards at a rate of 10ft for each breached room, the hulls can resist up to 3500 mts underwater, more than that will damage the hulls 1 hp per turn.

Metal doors. The doors can only be opened by the crew with their cards, the doors have water-proof capabilities, 18 AC and 50 hp.

Rooms. The Barsuk has the following rooms, each room has special instruments detailed bellow.

- Storage room: In this room cargo can be stored, up to 4 metal storage boxes, more than that can overweight the submarine, it has a safe for guns or expensive stuff, only the captain card can open it, it also has a big steel cabinet for weapon or bullet storage, it also has a window.

- Docking port: This room allows the safe passage between the submarine and the outpost, ir also contains 12 refillable oxigen cans and 3 diving suits alongside a mining radar and a subarine scooter.

- Air lock: With the press of a botton it can allow the crew to go outside the submarine.

- Gunnery compartement: Here are all of the periscopes for the weapons, Barsuk has a coilgun in the top left and a pulse laser in the right, this room has all of the ammunition necessary, it also has a turret mount for under the submarine that needs to be bought, it also has a battery for shooting even when the reactor is damaged or off, it can power up the weapons for 1 hour, this room has a firextinghisher.

- Reactor room: In this room electricity is created for the submarine, it needs uranium rods to work, each uranium rod lasts for 1 week, the reactor has 80 hp, it needs proper maintenement, each day it need someone to re-adjust stuff in it, for each day without adjustement it looses 10hp, once it reaches 0 it will start overheating and after 1 minute of overheating it will explode, it also has batteries that are charged by the reactor, the batteries to be charged require an entire uranium rod and 1 day, they store energy capable of maintaining the submarine on for 5 days.

- Oxygen generator room: In this room oxigen is created for the submarine, if not powered the submarine will be depleted of oxigen in 1 hour, it takes 1 minute to refill the submarine with oxigen.

- Command room: In this room the captain steers the submarine and uses the radar to see monsters and the caves, in this room is also the medical container full of all sorts of medicine and it has a safe for dangerous stuff.

- Two Ballast rooms: The purspose of these rooms is to fill or de-fill th submarine with water, it is capable of moving enought water to make themselves full or empty in one turn, but if there is a leak it can only contain 2 rooms half hp, one 0 hp room or 3 leaks will make the submarine full of water and that makes it sink at a speed of 30ft per turn.

Actions

Coilgun. Ranged Weapon Attack:  (User proficiency bonus + dexterity) to hit, range 120/480 ft., one target. Hit: (4d8 + dexterity) piercing damage, it makes two atacks per action.

Pulse laser. Ranged Weapon Attack:  (User proficiency bonus + dexterity) to hit, range 240/960 ft., one target. Hit: (6d10 + dexterity) radiant damage.

Description

The Barsuk is a very basic submarine that any beginning player can easily accustome themselves to and due to its small size, it is very maneuverable within tight spaces. Due to the Barsuk being the cheapest submarine, it grants the user greater financial flexibility.

Khrat05

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