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Homebrew

Grinding Gears Airship

Gargantuan vehicle,
Armor Class: 15
Hit Points: 300
Speed: 0 ft , fly: 120 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

10 +0

DEX

10 +0

CON

10 +0

INT

0 -5

WIS

0 -5

CHA

0 -5

Saving Throws: automatically fails all saves
Damage Vulnerabilities: fire, bludgeoning
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafended, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Armored Hull: The airship must take at least 15 damage or its immune to the damage taken. Half the damage taken can be repaired by non magical means as long as a crystal wasn't destroyed. Requiring a DC 15 Carpenters Tool check (The Roll uses Dexterity.)   Crystals: If the ship takes 75 damage a Crystal is destroyed reducing the ships max health by 75. The ship needs a minimum of 2 crystals to remain afloat. Crystals cannot be repaired except by magical means.

Actions

Anyone on the boat can do one of these actions in place of their own action on their turn.   Ballista: +7 to hit, range 120/480, Hit: (16) 4d6 piercing damage (reload 3) Requires an action to reload.

The Airship Twilight Sepulcher. Once belonged to an unknown group and now belongs to The Grinding Gears. It's a sturdy cargo ship with minimal defenses, but will get you and whatever you're carrying to your objective.

Created by

VasquezZero.

Statblock Type

Monster

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