| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 7 | −2 | −2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 1 | −5 | −5 |
| CHA | 1 | −5 | −5 |
Gargantuan vehicle (50 ft. by 20 ft.)
Creature Capacity 8 crew, 4 passengers
Cargo Capacity 1 tone
Travel Pace 175 miles per hour
Speed (water, snow, or air) 85
STR 16 (+3)
DEX 7 (-2)
CON 13 (+1)
INT 0
WIS 0
CHA 0
Damage Immunities
Poison, psychic
Condition Immunities
Blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull (reinforced steel)
Armor Class 17
Hit Points 327 (damage threshold 15)
Sails
Armor Class 11
Hit Points 13; allows the captain to have advantage of steering checks (example Evasive maneuver).
Crystal Engine: Allows the ship to go zero gravity and move. Also has an enchantment that repels any object moving too fast. Meaning in order to break the crystal you would have to hit it with a blunt object at the right speed.
Armor Class 17
Hit Points 30; if reduced to O hit points, the airship falls if it is airborne.
Movement: Propeller
Armor Class 13
Hit Points 40
Crew: 7 (use Bandit and Bandit Captain)
Actions
On its turn, the airship can take 2 actions, choosing from the actions below. It can't take both the Fire Ballista's and Use Harpoon actions in the same turn. It can only take the Move action if it has 2 crew. It can't take these actions if it has no crew.
Fire Ballista's: The airship can fire its ballista's (Requires 3 crew)
Use a Harpoon: The airship can fire its harpoon or reel in an impaled target. (Requires 3 crew)
Fire Ballista and Use Harpoon. The airship can fire one ballista and use its harpoon. (Requires 7 crew)
Move: The airship can move with its magic crystal engine, sails and propeller. (Requires 2 crew)
Weapon: Ballista's (2 front)
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Harpoon (1 rear)
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage, and the target is impaled. While impaled, the target can't take any action on its turn other than trying to free itself, which takes a successful DC 15 Strength check. On a success, the target takes 5 (1d10) piercing damage and is no longer impaled
While the target is impaled, the ship can reel them in up to 20 ft. per crew member using the harpoon, and it can only fire 1 ballista
Reactions
Evasive maneuver: The helmsman is able to use this skill to reduce damage done to the ship by half. Can only be done once per ships turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
MISHAPS: if the ship is to take 30 or more damage by one attack the DM then rolls a D8. the number rolled will have a corresponding number in the mishap list below.
- A small fire has started! One member of the crew must use an action to put out the fire. On the next turn the fire will begin to grow.
- The ship has been shaken! All crew standing must make a DC13 strength save or fall prone.
- Debris flies through the air! Make a DC10 dex save or take 2D4 damage
- A large fire has started! This fire will require three crew to put out. On the next turn the fire will begin to grow.
- The Crystal Engine is damaged! Ships movement is reduced to half till repaired.
- A fire has started below deck! Someone must head below and use an action to douse the flames! Till this is done all attacks have disadvantage to the lack of vision and choking black smoke.
- The sails are damaged! The helmsman no longer has advantage
- One of your highered crew has been killed! You must pay the family 17 gold.
Lair and Lair Actions
Enter a description of your monster's lair here.
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.
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