Gargantuan Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 263 (17d20 + 85)
Speed 30 ft., swim 60 ft.
STR
25 (+7)
DEX
8 (-1)
CON
20 (+5)
INT
2 (-4)
WIS
7 (-2)
CHA
2 (-4)
Saving Throws CON +9, WIS +2, CHA +0
Damage Immunities Poison, Psychic
Senses Passive Perception 8
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4

Antimagic Susceptibility. The boat is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the boat must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Poles. The boat is equipped with eight magically animated poles. When the boat is incapacitated due to antimagic susceptibility the poles are not and still make attacks. The poles can be similarly incapacitated, automatically failing their saves if saves would be required. The poles have an AC of 15, 10 hit points, and immunity to poison and psychic damage.

True Form. When the boat falls to 0 hit points, it becomes a keelboat with 50 hit points.

Actions

Multiattack. The boat makes four attacks: one with its bite, one with its tail, and two pole attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Pole. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 7) bludgeoning damage.

Description

If a wizard wants to travel the seas alone and in style, the boat 'odile is the way to go. With the right magic, an ordinary keelboat grows a massive tail for speed and navigation, floating poles for defense and stabilization, and a couple eyes and a mouth at its bow for security and intimidation. For increased utility four legs sprout from its haul when it needs to come ashore.

Steedling

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