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The SailFish

Gargantuan , Any

Armor Class 13
Hit Points 300
Speed Fly: 150 ft

STR

16
( +3 )

DEX

7
( -2 )

CON

17
( +3 )

INT

0
( -5 )

WIS

0
( -5 )

CHA

0
( -5 )

Saving Throws Con +2
Skills Living Vessel The ship is powered by a specialized crystal core of unknown origins. Veins of light run along the the ship hull, casting a glow. The ship gains a +2 to all Constitution check or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Description

Ship Statistics

Creature Capacity 1-4 crew, 4 passengers
Cargo Capacity 1 tons
Travel Pace 15 miles per hour (120 miles per day)
Crystal Cores 1
Gravity Discs 4
 

Ship Components

Hull

Armor Class 13
Hit Points 300 (damage threshold 10)  

Control: Helm

Armor Class 16
Hit Points 50
Move up to the speed of the ship's gravity disc, with one 90-degree turn. If the helm is destroyed, the ship can't turn.  

Control: Crystal Core

Armor Class 18
Hit Points 100; –10 ft. speed per 25 damage taken
Speed Energized crystal power. If the core crystal is destroyed, the airship will begin to fall toward the ground.

Movement: Gravity Discs(x4)

Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (air) 150 ft in a straight line. 50 ft if ascending or descending   Environmental Damage Any creature that touches occupies the same space as a gravity disc takes 2d10 lightning damage  

Weapon: Ballista

Armor Class 15
Hit Points 50
Ranged Weapon Attack +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Weapon: Ram

Armor Class 20
Hit Points 100 (damage threshold 10)
The airship has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the ram rather than to the ship. These benefits don't apply if another vessel crashes into the airship.

Actions

On its turn, the small airship can take an action per each station that is manned by an NPC. Stations manned by PC's will take their action on that player's turn, or can ready their action until the captain's or ship's turn.    

Stations/Action

Load\Aim\Fire Ballista (Dexterity Check). The small airship can fire its ballista (DMG, ch. 8).
Move(Dexterity Check)
. The small airship can use its helm to move with gravity pads
Lookout (Perception Check). A designated lookout can scout ahead for upcoming dangers/complications coming in the next round. A success on the check will provide advantage on the next dexterity check made by the helm.


Created by

dsqrdlife.

Statblock Type

NPC Sheet

Link/Embed