Huge Construct
AC 16 Metal    Initiative +0 (10)
HP 300 (30d10)
Speed 60 ft., Swim 50 ft.
Mod Save
STR 10 +0 +0
DEX 10 +0 +0
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Bludgeoning, Lightning, Piercing, Slashing
Senses Passive Perception 1
Languages None
CR 0 (XP 10; PB +2)
Traits

 

The Clockwork airship is considered a contruct

The Clockwork Airship has a variatable AC to repristent its toughness. These damage mitigations are calulated after any other damage modifiers

AC18= 1/4 damage 

AC 20=1/2 damage

AC= 22 full damage

 

Experimental Ship:

Though the airship is resitant to lightning damage any time it takes lightning damage it must roll make a saving throw. Use the concentration check rules with a +2 modifier. On failed save roll a D6 on the list below

1= Decends at 50ft per turn. Remake concentration check at DC15 everyturn to restart. All attacks made at diadvantage during this state

2= Maintains flight but loses its movement speed for 1 turn

3= Gear Smoke. Disadvantage on all attacks made with and on the ship for 1 turn

4= -5 to all attacks made with ship for 1 turn

5= Jolted. Creatures make save using concentration check rules. On fail lose your reaction and either action or bonus action for 1 turn

6= Cannot use Force Cannon for 1 turn

Actions

 

The Airship can make 3 attacks per attack action. Only one of them may be the Force Cannon

Weapon: Harpoon

Ranged Attack Roll: +6, reach 150 ft. Hit: 18 (2d8 + 9) Piercing damage

Weapon: Force Cannon (Cool Down 5-6, or 3 turns)

Ranged Attack Roll: +6, reach 150 ft. Hit: 18 (15d4) Force damage

The force cannon has 3 charged orbs. One at level 1, One at level 2, One at level 3. Once the cannon is used the orb is drained and must be recharged by using a bonus action and a spell slot. The orb gains the level charge equal to the spell slot used. A level one charge uses the stats written above. Any charge above the 1st will increase its to hit bonus by +2 and deal 3d4 more damage

Legendary Actions

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 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.

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.

Theronjk

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