Mod | Save | ||
---|---|---|---|
STR | 20 | +5 | +5 |
DEX | 12 | +1 | +3 |
CON | 22 | +6 | +8 |
Mod | Save | ||
---|---|---|---|
INT | 1 | -5 | -5 |
WIS | 1 | -5 | -5 |
CHA | 1 | -5 | -5 |
Shield System (Recharge after Long Rest). The ship has 50 temporary hit points absorb damage before its regular hit points are affected.
Life Support. The ship provides breathable air, gravity, and temperature regulation for up to 5 Medium creatures.
Crew-Linked Actions. Ship takes no actions unless at least one crew member is active and at their station.
Multiattack. The ship can make two attacks per round (crew-permitting).
Twin Laser Cannons. Ranged Attack Roll: +6, range 300 ft. Hit: 22 (4d10) Radiant damage.
Missile Launcher (Recharge 5-6). Ranged Attack Roll: +6, range 600 ft., radius 10 ft. Hit: 35 (10d6) Fire damage; DC 15 Dex save for half.
EMP Pulse. Ranged Attack Roll: +6, range 60 ft., radius 60ft. Each vehicle or electronic device within 60 feet must make a DC 16 Constitution saving throw or be stunned until the end of their next turn (no effect on constructs immune to electricity).