Gargantuan Construct, Neutral
Armor Class 17 (Upgraded Steel Plating)
Hit Points 500 (25d20)
Speed 45 ft., Combat Speed
STR
20 (+5)
DEX
4 (-3)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Fire
Damage Immunities Poison, Psychic
Senses Passive Perception 10
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

On its turn, the warship can take different actions, choosing from the options below.  Weapons are entirely dependent upon player use, while movement actions are done via the ship itself.

Actions

Evasive Maneuvers. When needed, the ship can be moved in an erratic motion to drastically change course or avoid enemy fire. DC 14 Skill check (Animal Handling, Vehicle proficiency, etc.). On a successful evasion, all attacks against the ship roll with disadvantage.

Elemental Engine Burst. The ship’s engines can be given extra juice in dire need. This doubles the ship’s movement speed for the current turn, but all ranged attacks (Both player based and ship based) fire with disadvantage. 

  • Cannons [2] (AC 19, HP 75). Ranged Weapon Attack: +6 to hit, range 600/2400 ft., 1 target. Hit: 40 ([roll]8d10[/roll]) [bludgeoning] damage.
    • Load Cannon. The cannons are front loaded, and take a ball shot and gunpowder to work.  A user of the cannon must have the materials nearby, and must use 1 action to load the cannon.
    • Repair.  Should a critical failure occur, the cannon is damaged and must be cleaned and repaired with a DC 14 Mechanics check (Tinker's Tools or other appropriate check).
  • Rotary Guns [2] (AC 18, HP 65). Ranged Weapon Attack: +4 to hit, range 50/150 ft., 10 ft. Cone. Hit: 18 ([roll]6d6[/roll]) [piercing] damage.
    • Spin-Up. The rotary cannon takes 1 Bonus Action to spin-up, after which it continues to spin for [roll]1d4[/roll]turns before jamming.
    • Reload. After dealing 50+ damage without jamming, the rotary cannon must be reloaded.  This takes 1 Action to remove and replace the ammunition (DC 10 Tool Check), and a bonus action to reset the firing mechanisms (DC 15 Tool Check) and to have the barrels spin up again.
    • Barrel Jam.  Should the gun suffer a critical failure or be spun-up for too long, the gun becomes jammed and must be cleared. This requires a DC 12 Investigation OR Tool check to clear the stoppage.
Bonus Actions

Locked In.  Upon entering either heavy weapon for utilization, the user's speed becomes 0.  When finished, the user may exit from the weapon and regain their standard speed.

Description

Acquired in the Feywild, Aeka's Wings is a ship that utilizes newly developed arcanotech technology from Ornthrak and the mystical arcane magic of the Eladrin.  Taken by force from the dark assassin operative Rotseakh Keren-Shemesh, the ship formerly known as Blood's Shadow boasts a plethora of weapons and maneuverability options.  After its capture by the group, the ship was renamed Aeka's Wings, in honor of Aki Ziccearrk's late mother.

Austen_Nur