Gargantuan Construct, Neutral
Armor Class 17 Natural Armor
Hit Points 250 (10d20)
Speed 40 ft., Magical flight that can be deactivated by dispell magic. , Swim 40 ft.
STR
24 (+7)
DEX
6 (-2)
CON
17 (+3)
INT
12 (+1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +12, CON +8
Damage Resistances Cold, Fire
Damage Immunities Necrotic, Poison, Psychic
Senses Truesight 120 ft., Passive Perception 12
Languages Common Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Tempory Flight. The ship uses Magic Winds to prepell it self into the air and sail on the sea of clouds.

  • Duration: 8 hours
  • Cooldown: 4 hours

Deep Dive. The ship conjures a protective forcefield to prevent water from spilling over the ship. The amount of air inside the forcefield limits the amount of time the crew can endure the dive. 

  • Duration: 4 hours

Mind of the Ship. The ship is inhabite by a concious spirit which assist its crew trough auditive advices.

Actions

Spear Ram.  

  • Armor Class: 20
  • Hit Point: 200 ( Damage threshhold 10)
  • 4d10 (piercing)

The ship has adventage on all saving throws relating to crashing when it chrashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the ship.

 Ballista.

  • Armor Class: 15
  • Hit Points: 50
  • Hit Die: +6
  • 3d10 (piercing)
  • Range: 120/480 ft.

Massive Crossbow that fires bolts at extreme speed. Needs to be re-loaded after every shot.

Bonus Actions

Risky Maneuvers.

  • Double flight and swim speed for one round
  • disables movement for the following round

Rally. 

  • All allies in a 15 ft. radius gain a +2 on their attacks
  • Duration: 1 minute

Monster Tags: construct

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