Large Construct, Neutral
Armor Class 15 Reinforced Hull
Hit Points 120 (16d10 + 60)
Speed 120 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws DEX +7, CON +4
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 12
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Agile Hoverframe: The skiff can glide effortlessly over most terrain, including sand dunes and cracked earth. It ignores penalties from difficult terrain except for extreme hazards like quicksand or deep silt.

Sail Propulsion: When wind conditions are favorable, the skiff can move at its full speed without consuming charges for up to 4 hours. Favorable winds are determined by the DM.

Weapon Mounts: The skiff is equipped with one light weapon mount suitable for crossbows, small psionic cannons, or similar weaponry.

Passenger Capacity: The skiff can carry 3-6 passengers or up to 1,000 lbs. of cargo.

Actions

Overrun (Recharge 5–6): The skiff moves up to its full movement speed in a straight line. Each creature in its path must succeed on a DC 13 Dexterity saving throw or take 3d6 bludgeoning damage and be pushed 10 ft. to the side. Creatures that succeed on the saving throw take half damage and are not pushed.

Mounted Weapons (DM discretion):  Each weapon attack counts as an action. If passengers are present, they may operate these weapons as part of their turn.

Weapon Attack Modifier Damage Range Special Features
Light Crossbow +5 to hit 1d8 Piercing 80 ft./320 ft. Simple and reliable, requires manual reload.
Psionic Cannon +5 to hit 2d8 Psychic 120 ft. Consumes 1 psionic charge per shot, ignores cover.
Gatling Crossbow +5 to hit 1d6 Piercing (x3) 60 ft. Fires 3 bolts per round, requires 3 bolts per attack.
Flame Thrower DC 13 Dexterity 3d6 Fire 30 ft. cone Continuous flame, ignites flammable objects.
Bonus Actions

Mounted Turbine Boosters: Spend 1 additional psionic charge to increase speed to 520 ft. for 1 minute. Afterward, roll a DC 13 Constitution saving throw for the engine. On a failure, the skiff incurs 1 level of exhaustion.

Description

 

Power Source: Any psionic shard or crystal.

Charge Consumption: 1 charge per 6 hours of operation.

Mishap Threshold: 15

Field Repairs: A successful DC 15 Intelligence (Psionic Mechanics) check reduces exhaustion by 1 level per hour of work.

Workshop Repairs: Required for severe damage or mishaps, restoring full functionality.

 

Master_of_Nothing

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