Gargantuan Construct, Lawful Good
Armor Class 25 Natural Armor
Hit Points 420 (21d20 + 210)
Speed 40 ft.
STR
23 (+6)
DEX
23 (+6)
CON
30 (+10)
INT
30 (+10)
WIS
24 (+7)
CHA
19 (+4)
Saving Throws INT +19, WIS +16, CHA +13
Skills Insight +14, Investigation +17, Perception +14
Damage Resistances Bludgeoning, Lightning, Piercing, Psychic, Radiant, Slashing
Damage Immunities Acid, Cold, Fire, Poison
Senses Passive Perception 22
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Sentient Aether Ship. The Endeavor can see, hear, and interact with its interior.

Active Shielding. The Endeavor is under the effects of the Shield spell while above half Hit Points. If the ship ends it's turn with fewer than half HP, it regains 1d20+10 Hit Points.

Inscrutable Form. The CAS Endeavor-A can cast spells without Verbal or Somatic components.

Maintenance Shift. When the Endeavor takes a long rest, it must spend at least six hours in an inactive, low power state, rather than sleeping. In this state, it moves at 1/4 speed, but can see and hear as normal.

Exponential Processing. The ship can maintain Concentration on any number of spells. For each Concentration spell beyond the first, Concentration checks are made by a member of the crew.

The Away Room (1/Week). Eight beds ring a room draped in blue velvet, with a view of the stars. The CAS Endeavor-A is equipped with a room that allows it to cast an enhanced version of Dream of the Blue Veil. The spell can be cast with or without Material components. The spell changes in the following ways depending on whether Material components are used.
- Without material components Endeavor-A cannot send itself on the journey.
- With material components the ship can transport itself and all of the crew into orbit around the target plane.

The Dream Team. Creatures that use The Away Room without Material components arrive at their destination with the following Magic Items.
- Earring of Whisper. This earring allows the wearer to send and receive Message spells to and from the other connected earrings within five hundred feet.
- Summoning Sapphire. Enchanted with a modified version of [Instant Summons], when broken, this sapphire will bring the user back to the Away Room. After 24 hours the gem will break and transport the creature it is worn or carried by back to the Away Room.

Charging Banks. During a short rest the ship recovers 11 levels of spell slots.

Bio-Mechanical Spellcasting. The CAS Endeavor-A is a 21st-level spellcaster. Its spellcasting ability is [INT] (spell save DC 25, +17 to hit with spell attacks). The [CAS Endeavor]-A has following spells prepared:
Cantrips (at will): Light, Mending, Message, Prestidigitation, Spare the Dying
1st level (5 slots): Sanctuary, Sleep
2nd level (4 slots): Calm Emotions, Hold Person, Warding Bond, Locate Object 
3rd level (4 slots): Beacon of Hope, Hypnotic Pattern 
4th level (3 slots): Resilient Sphere, Aura of Purity, Locate Creature
5th level (3 slots): Hold Monster, Wall of Force, Greater Restoration 
6th level (3 slots): Globe of Invulnerability, Scatter, True Seeing
7th level (2 slots): Reverse Gravity 
8th level (2 slots): Power Word Stun
9th level (1 slots): Power Word Heal

Actions

Forward Blaster. Ranged Weapon Attack: +17 to hit, range 200/1000 ft., 1 target. Hit: 77 (13d10 + 6) [Radiant] damage. Exterior targets only.

Arcane Rocket  (Recharge 5-6). Area of Effect: DC 25 DEX Save for half damage, range 150 ft (20 ft. radius), 70 (15d6 + 17) [Force] damage. Exterior targets only.

Reactions

Protector Protocol. When a creature within the Endeavor takes damage, the ship can use its reaction to take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Legendary Actions

The CAS Endeavor can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn.

Cantrip (Costs 0 Actions). Casts a Cantrip from their Bio-Mechanical Spellcasting spell list.

Cast Lesser Spell (Costs 2 Actions). Casts a spell from their Bio-Mechanical Spellcasting spell list using a spell slot of 3rd level or lower.

Cast Greater Spell (Costs 4 Actions). Casts a spell from their Bio-Mechanical Spellcasting spell list using a spell slot of 6th level or lower.

Cast Grand Spell (Costs 6 Actions). Casts a spell from their Bio-Mechanical Spellcasting spell list using a spell slot of 9th level or lower.

 

Description

The CAS Endeavor-A is living bio-mechanical Aether Ship. The interior provides food, water, air, and artificial gravity. There is space for up to 1,000 Medium or Small humanoids.

Lair and Lair Actions

The interior of the [CAS Endeavor]-A is considered its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the [CAS Endeavor] takes a lair action to cause one of the following effects; the [CAS Endeavor] can’t use the same effect two rounds in a row:

  • Any visible enemy within the Endeavor must succeed on a DC 16 INT saving throw or take 11 (3d6) [Psychic] damage. The creature must use a different lair action before using this action again.
  • Radiant light strikes a point on the ground the creature can see within itself, creating a floor-to-ceiling, 5-foot-radius column. Each target in the column's area must make a DC 17 DEX saving throw, taking 21 (6d6) [Radiant] damage on a failure or half damage on a success.
  • The creature targets one creature within the ship. If the target fails a DC 18 WIS saving throw, it and whatever it is wearing and carrying teleports to an unoccupied space of the creature's choosing within the ship.

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2023 11:30:30 AM
15
0
A
Coming Soon
5/31/2023 11:38:39 AM
13
1
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Coming Soon

Monster Tags: Misc Creatureconstruct

bricknolty

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