This airship is an Old Acheronian flying vessel consisting of a wooden ship like hull attached to a dragon hide-covered rigid metal framework filled with a large Bound Air Elemental. To function, an airship needs to be bound to a cerulean staff for direction. If no cerulean staff is bound to the airship, it is left at the mercy of the winds.
Gargantuan vehicle (80 ft. by 20 ft.)
Creature Capacity: 20 crew, 30 passengers
Cargo Capacity: 10 ton (20000 lbs.)
Travel Pace: 9 miles per hour (225 miles per day)
MAX Altitude Above Ground Level: 4,500 ft
STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
Resitant:Fire, slashing & piercing,
Damage Immunities: poison, psychic, cold
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class: 13 (Damage Threshold 15)
Hit Points: 225
Control Helm
Armor Class: 14
Hit Points: 50 (Dam Threshold 6)
can move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn.
Elemental Engine
Armor Class: 18 (Damage Threshold 8 this is the Elemental ballon containing the air elementals)
Hit Points: 100 - 20 ft. Speed per 25 damage taken & Ceiling Reduced by 500 ft & 1 One air elemental release to fight .
Locomotion (air) elemental power: speed 100 ft. If the engine is destroyed, the ship immediately crashes.
Resistant to Fire, slashing & piercing,
Immune to Cold
Weapons: Ballistas (6)
Armor Class: 15
Hit Points: 50 each
Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target.
Hit: 16 (2d10+4Fire) piercing damage.
Actions:
On its turn, the airship can use its helm to move using its elemental engine.
It can also fire its ballistas | If it has half its crew or fewer, it can fire only two of the ballistas.
The airship floats on water
Action Name. Fire Balistas on command, 1-5 spells
Action Melee Attack. Melee Weapon Attack: + 5 to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 120/480 ft., 1 target. Hit: 12+4fire (2d10 + 4) [piercing] damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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.
Comments