Gargantuan Construct, Neutral
Armor Class 14 Plating
Hit Points 340 (20d20 + 120)
Speed 80 ft.
STR
16 (+3)
DEX
12 (+1)
CON
22 (+6)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Vulnerabilities Fire, Thunder
Damage Resistances Piercing and Slashing from nonmagical attacks, Cold
Damage Immunities Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magical Machinery. The airship is a conduit for certain Spells worked into its machinery using differnet kinds of methods. It's power is capable of casting several spells a day with 50 charges, regaining 5d10 charges at dawn.
Each spell consumes a certain amount of charges on use.

Crew. If crew is stationed on the airship it may take an action during combat otherwise a player has to use an action to command it. Otherwise on it's turn it only moves in accordance to it's steering wheel.

Vehicle. The airship can use the move action, magical action and attack action. But no disengage, grapple, dash, jump action.

Actions

Cannon Attack. Use the cannons on board of the ship using your action or sufficent crew.

Fly. By utilizing the concept of the spell "Fly", the airship is able to stay afloat, even if other means of keeping it in the air fail. But in this case, due to its weight and size, it still decends by 5 feet per round. Otherwise this stabilizes the flight even in harsh weather and if grappled or restrained. This effect lasts for 10 minutes (10 Charges per cast)

Aid. By utilizing the concept of the spell "Aid", the crew gains 15 temporary Hit Points but they can only be effected by this once every 24 hours. (4 Charges per cast)

Catapult. By utilizing the concept of the spell "Catapult" the ship sends one piece of fitting ammunition, such as a cannonball a harpoon or a bolt fit for a ballista, that isn't being worn or carried, flying. The object flies in a straight line up to 200 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature on it's way, that creature must make a Dexterity saving throw with a DC 16. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 5d8 bludgeoning damage. (1 Charge per cast)

Shatter. This utilizes the concept of the spell "Shatter". A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw with a DC 17. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. (2 Charges per cast)

Invisibility. Utilizes the concept of the Spell "Invisibility". The ship and crew are camouflaged, making them invisible except in harsh weather. This lasts for 1 hour and the effect is negated if the ship or crew takes any other action then the move action. (5 charges per use)

Reactions

Reflector Shield. Utilizes the concept of the spell "Shield". The Airship has three charges, regained daily at dawn, to use it's reaction to cast a shield surronding the airship if under attack. This has the following effects from the moment is cast until its next turn:
The Airship itself gains 3 AC. This also counts on the attack reacted to, and could nullify it.
All members of the crew gain 1 AC.
All members of the crew get advantage on the safe roll if the initial attack asks for one but not on rolls made afterwards.

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.

Description

This Airship, called Peacmaker, was planned by Jonathan, a warforged Artificer believing himself to be heroic spy working for justice.
With his comrades, some stolen schematics and a few dozen of refugees as help, the Peacemaker is a magical machine not just for travel but also for battle.

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.

Habitat: Urban

FerrikG

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