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The Kren'Sar

Gargantuan ,
Armor Class: 15
Hit Points: 300 (dt 20)
Speed: , fly: 60 ft , swim: 50 ft , can hover

STR

20 +5

DEX

4 -3

CON

20 +5

INT

0 -5

WIS

0 -5

CHA

0 -5

Skills:   Movement: Helm   The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.   Armour Class: 14   Damage Threshold: 10   Hit Points: 50   To attune to the Helm, a creature must sit in the chair and make a DC14 Wisdom Check or suffer 2d6 psychic damage. The captain has advantage on this roll.   While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell): You can use the spelljamming helm to move the ship through space, air, or water up to the ship's speed. If the ship is in Wildspace and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.   You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring ship.   At any time, you can see and hear what's happening on and around the vessel as though you were standing in a location of your choice aboard it.   Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.   ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Movement: Sails   Armor Class: 10   Hit Points: 80; -10 ft. speed per 20 damage taken.   Speed: 35 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.   --------------------------------------------------------------------------------------------------------------------   Movement: Propellers   Armor Class: 12   Hit Points: 60   Speed: +20ft speed while activated. Consumes 5GP worth of gold per hour.   --------------------------------------------------------------------------------------------------------------------   Weapon: Adamantine Ballista (Two Shots)   Armor Class: 15   Hit Points: 30   Ranged Weapon Attack: +2+(user proficiency) to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.   The Ballista can fire a harpoon to latch on to targets if they fail a DC18 Dexterity Check.   --------------------------------------------------------------------------------------------------------------------   Weapon: Cannon (2 Port, 2 Starboard)   Armor Class: 15   Hit Points: 40   Ranged Weapon Attack: +(user proficiency) to hit, range 120/480 ft., one target. Hit: 8d10 bludgeoning damage.   The Cannons have limited aiming range, only being able to be fired from Port of Starboard.
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
The Kren'Sar is a retrofitted Spelljammer, equipped with bouyancy balloons, sails and propellers. It is moderate to small size, compared to other common airships but slightly faster than other ships its size. The ship has two traditional cannons on both starboard and port sides, a large harpoon gun mounted on the bow and a Wyvern cage at the stern. The ship has a large cargo hold below deck and can house 30 people comfortably and double that at a push.

Created by

l2tdak.

Statblock Type

Monster

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