Gargantuan Construct, Any Alignment
Armor Class 25 Armor Plate
Hit Points 900 (90d10)
Speed 282 ft., (28 knots/32 mph)
STR
30 (+10)
DEX
6 (-2)
CON
28 (+9)
INT
10 (+0)
WIS
7 (-2)
CHA
5 (-3)
Saving Throws STR +19, CON +18
Damage Resistances Bludgeoning, Necrotic
Senses Passive Perception 10
Languages The ship itself cannot speak or understand languages, but the crew can.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ambusher (2/day). If the North Carolina wins the initiative or achieves surprise, it deals double damage on its first 16-inch Salvo if it hits.

Battleship Killer. If the North Carolina hits a target larger than Huge with an attack and the target has less than three-quarters of its hitpoints, add 3d20 piercing damage.

Strength in Numbers. If the North Carolina is within 2 miles of an allied vessel larger than Huge, it gains advantage to hit on its 16-inch Salvo attacks.

Mission Killed. If the North Carolina has 20% of its total hitpoints or less remaining, it has disadvantage on all attack rolls and has all ability and saving throw modifiers halved. If it has less than 10% of its hitpoints remaining, it can no longer use the 16-inch Salvo attack and all other disadvantages imposed by being below 20% of its total hitpoints.

Damage Threshold. Any hits to the North Carolina that would deal less than 70 damage (after calculating resistance), regardless of if they were critical hits or not, do no damage.

Actions

Full Salvo. The North Carolina-class fires all of its guns (5-inch and 16-inch), unless the main guns are reloading, in which case it fires only the 5-inch guns.

5-inch Guns. Ranged Weapon Attack: +6 to hit, range 5/10 miles, 10 targets (roll to hit individually for each). Hit: 50 (5d10 + 2) piercing damage. This attack has the armor piercing 1 property, meaning that it has an additional +1 to hit against targets with natural armor or worn armor.

16-inch Salvo. Ranged Weapon Attack: +8 to hit, range 10/20 miles, 1 target. Hit: 195 (40d10 + 10) piercing damage. Hit or miss, each creature within 40 feet of the target must make a DC 20 Dexterity saving throw, taking 165 (30d10) bludgeoning damage on a failed save or half as much damage on a successful one. It deals double damage against objects (excluding ships) and quadruple damage against wooden targets (including ships). After firing this weapon, a loader must reload this weapon as an action before it can fire again. There are 60 rounds of ammunition for this attack. This attack has the loading and Armor Piercing 4 properties, meaning that it has an additional +4 to hit against targets with natural armor or worn armor.

Bonus Actions

Damage Control (6/day). The North Carolina regains 2d10+8 hitpoints and ends all conditions on itself.

Reactions

Anti-Aircraft Barrage. The North Carolina fires its anti-aircraft guns at any airborne target within 2 miles. All airborne enemies must make a DC 16 Dexterity saving throw or take 20 (4d10) piercing damage or half damage on a successful save. If the save is failed, any attacks made by the failed enemies against the North Carolina will be made with disadvantage until after the North Carolina starts in next round.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

The first US 'fast battleships' to enter service, the North Carolina-class was built in the 1930s and 40s and saw extensive action during World War II, specifically in the Pacific Theater. During the conflict, the North Carolina-class battleship USS Washington sunk the Japanese battleship Kirishima during the battle for Guadalcanal, the last time a battleship would sink an enemy battleship in combat. Armed with nine 16-inch guns and twenty 5-inch guns and displacing  37,187 tons with a length of 728 feet, the North Carolina-class were small compared to some other battleships of their time, but not any less dangerous. Well-armored and well-armed, they posed a significant threat to any enemy ships foolish enough to enter their path and were effective at shore bombardment operations as well. The lead vessel of the class, USS North Carolina, lives on today as a museum ship.

Lair and Lair Actions

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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.

FlamboyantFoxi

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