Gargantuan Construct, Unaligned
Armor Class 15 woden plate
Hit Points 200 (4d12 + 80)
Speed 50 ft.
STR
18 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison
Senses Passive Perception 12
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Juggernaught;  The Red kiss is meant for war and is well armoured enough to negate some weaker attacks, upon reciving non magical damage of 25 or under roll a dc 10 saving through , upon succseeding take no damage.
Complications;   The warbird is a complicated structure requiring several features to work upon reciving a critical hit or any damage when the craft is under a 130 hp will cause a random negative effect. 
Creature Capacity 25 crew, 10 passengers
Cargo Capacity 5 tons
Travel Pace 9 miles per hour (216 miles per day)

Watertight. the red kiss can also sail as a regular vessle , losing the effects of the arcane pylon and losing a quarter of its speed 

Spellcasting. 2/day wall of force (dome)

Gust (cantrip) 4/day Wind wall 

Actions
On its turn the warship can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew. Using any ship board wepons have disadvantage when targeting medium or small creatures. 
Fire Ballista. The red kiss can fire its Balistas use a ship action to fire two of the 4 balistas . Dex check +1 for crew 3d10 damage at a range of 150ft a bonus action can be used to change between harpoons , "custom" and regular , an action (or part of a multiattack must be used to reload the Balista between each shot. 
Fire Green Flame Arbalester. The red kiss can fire its green flame arbalester. "A Lilly and sproket special" fire a lance of green chaotic flame 2 times per day range 300ft automaticly deal 15 d4 fire damage. The arbelest can only target large , giant and gargantuan creatures. The Arbalster can be used over twice roll a percentage if under 20 the gun explodes ( ͡° ͜ʖ ͡°) the risk increases by 40 each additonal use.
Move. The warbird can use its helm to move using its arcane sails. If the warbird enters a Large or smaller creature’s space, that creature is automatically pushed to the edge of the battle balloon’s space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage. This damage is increased to 8d10 if the dome sheild is up (TY Zac)
Arcane pylons . any spell caster can channel their elemental spells through the pylons on the underside of the ship doubleling the spells damage however lowering the spell save dc by 5 (eg Dex saving through for fireball)
Harpoon Haul. The warbird can pull each target grappled by it up to 30 feet toward the ship the ship can only move a quater of its speed during this time
Crew actions.
"Small arms fire" avalible crew can target chosen creatures whith simple ranged wepons up to 60ft make a single d20 roll for each avalable crew they have a plus 2 bonus  deals a d6+1 peircing damage for each attack .
"Thunderstone wepons" Some members of the halfling crew have a fairly new ranged wepon- thunderstone rifles pack a punch but can be a little unreliable.... a single crew action be used to reload each of the attacks
(2) Janie and tong - Long rifles range 300 ft + 5 to hit, capacity 1 2d8 +5 damage.
(1) Filigree - "The gold teeth shiner" range 150ft +3 to hit , capacity 4 2d6 +3 damage.
(3) The longbottom twins - Blunderbluss range 15ft cone dc 13 dex capacity 1 2 d12 damage zero on a passed save. 
" Emergency Repair " - up to 3 avalible crew may attempt minor repairs on the ship dc 13 intelgence check to repair 2d4 hp to the ships hp.
 
Reactions

Flight Reactions. must have a trained pilot manning the helm to activate and can be used equal to the pilots flying skill modifier (wisdom or intelegence) during a combat   

Ground Strafing; drop up to 60ft towards the ground untill the pilots next turn any players using any of the warbirds wepons (including the arcane plyons) gains advantage or removes the enemy save penalty againts ground targets

Corkscrew; attempt evasive manouvers increse the ships AC by ten untill the pilots next turn. unprepared creatures on board must succseed in a strengh saving throw (14) or be knocked 10ft in a random direction (this can include of the vessle) 

Emergency landing; use the crafts movment to dive towards the ground. If landing on water roll a percentile dice , if over the current damage to the hull  water will begin to leak into the below decks. If "landing" on the ground reduce the damage to the hull by 50 and give crew the reaction "brace for impact" to negate any damage if the craft survives the fall

 

Description

4 decks;

Main deck is sized 30ft wide and 60ft from aft to stern containing the masts navigation room and captains quarters in a sealed room at the back of the craft as well as two balistas in the front and the flame Arbalest on top of the captains hold.

The mid deck containing a large communial area made for crew downtime as well as facilites for cooking, 2 barred cells and a seperate set of doors leading to the hold. The engine room is located at the back of the craft there is a fire pole leading between the navigtion room and engine room (cuz its cool **** you)

Lower deck the back half of the lower deck is desinged for storage accsessed by a reenforced door in the mid deck and a opening at the bottom back for loading cargo in the vessle the room is capable of holding aproximatly 5 tons. The front half of the Lower deck is split into six equal 10/10 ft rooms currently only one is occupied by the previous blood elf ritual room. 

bottom deck contains the arcane pylons (3) at the front the front walls are made of clear perspects and metal tubes intened for communication whith the pilot the other two balistas are located on each side of the vessle. Sleeping quarters for the crew are located at the back as well as a communial washroom / bathroom.

Complications ( ͡° ͜ʖ ͡°) 

  1. Null magic burst - all magical systems onboard fail , in addition any current spells in a 80ft dome centered from the center of the ship are nullified 
  2. Locked mast - the ship can only travel in a straight line 
  3. Overpowered Keel - the ship and all its contents are flipped 180 over the space of a round
  4. Broken sails - the ship is unable to move in any direction except up and down
  5. Broken keel- the ship begins to plummet 80ft a round 
  6. Splinter burst - roll a d4 whith 1 being the lowest deck creatures take 2 d10 blugeoning damage on that floor
  7. Small hold breach - Lower the ac of the craft by 2 and the "Juggernaught" damage feature is lowered to 15 damage
  8. Large hold breach - Lower the ac of the craft by 7 and the "Juggernaught" damage feature is lowered to 5 damage
  9. Overpowered Sails - at the immidate point of damage regardless if the craft has moved fly 200ft in its current direction creatures onboard must succseed on a dex saving throw or suffer 3d10 damage and be knocked prone 
  10. Temporal warp - ?????????

 

Lair and Lair Actions

Captains orders ( Can be used as an action by the pilot/ Captain) or for the ship using the same Crew rules listed in actions.

prepare for boarding - choose up to 10 freindly creatures lower on the initive order than you that are not manning any of the Warbirds listed weapons (see actions) increase their initive two next in the list for the next turn (if you use this i actually hate you) 

seal the doors - All doors in the warbird gain a magical lock which has 15 ac and 25 hp , this can be dispelled or teleported through

Emergency repairs- Untill your next turn any freindly creatures taking the "repair" action gain a plus 2 and an additional d4 to the roll

   

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2019 5:23:42 PM
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2.0
Coming Soon
9/29/2019 5:16:39 PM
135
1
--
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10/9/2019 5:48:28 PM
96
1
3.0
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Purple_plasma1

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