Boats n Hoes (Vehicle - Airship)
Gargantuan construct, neutral
Armor Class: 17 (reinforced wooden hull)
Hit Points: 400 (38d20)
Speed: 0 ft., fly 300 ft.
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, Slashing
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
Senses: Passive Perception 1
Challenge: 15 (13,000 XP)
Proficiency Bonus: +5
Special Traits
Crewed Vehicle:. This vehicle has its own initiative and takes its turn separately. In order for it to take actions it must be crewed and the crew members must have taken the ready action on their turn choosing one of its actions.
Mounted Gun:. As long as someone is crewing a mounted gun and has readied their action to do so, they may fire a mounted gun or reload. If the gunner has a firearms proficiency, they may add their proficiency bonus to the attack roll(s). The gunner must have a firearms proficiency to take the reload mounted weapon action.
Piloted:. As long as someone is crewing the steering wheel, they may use their movement to pilot this ship. While they are piloting the ship they have disadvantage on attack rolls, and melee attacks against them have advantage. Minimum operating crew: 4.
Hydrogas Tank:. This ship floats due to its lighter-than-air fuel, hydrogas. Hydrogas is highly flammable and as its fuel reserve runs out it will float down to the surface. This ship is equipped with five small tanks. At current market prices it costs approximately 1,250gp to fill this ship's tanks. A replacement tank is known to cost around 250gp. Its tanks will allow for approximately 1,250 miles of travel.
Reinforced Hull Plating:. Layered plating has been worked over this ship's hull, granting it +2 AC (included above).
Cargo Hold:. This ship's cargo hold is divided into five slot bays equipped with iron fittings to secure cargo to the floor and ceiling. Four bays are committed at commission and one is intentionally held open for trade goods and operational flexibility. This ship can safely move with up to 5,000 lbs of cargo unimpeded.
Concealed Cargo Compartment:. A hidden compartment built into the hold, sized for one cargo slot's worth of goods. It does not appear on the ship's manifest and requires a successful DC 20 Intelligence (Investigation) check to discover during a physical inspection.
Arcanotech Cargo Quirk:. A shardisite-driven extradimensional cargo space accessible through twinned apertures — one built into this ship's hold, its mate installed in the crew's facility in Hartemple. The space matches the dimensions of a //bag of holding//: it holds up to 500 lbs of cargo in 64 cubic feet, occupying no hold space and counting against nothing, and anything stowed through either aperture can be retrieved from both, regardless of the distance between them. An object must fit through a 2-foot-diameter aperture to enter. The apertures will not open inside an antimagic field, and if either aperture is destroyed, the contents immediately spill out of the surviving one.
Infirmary:. This ship is equipped with a fitted medical bay. Wisdom (Medicine) checks made here have advantage, and a creature that spends a short rest here regains 1 additional Hit Die's worth of hit points.
Navigation Suite:. This ship is equipped with charts, instruments, and a shard-compass. While the suite is manned, the crew has advantage on Wisdom (Survival) checks made to navigate and cannot become lost by nonmagical means.
Workshop:. This ship is equipped with a fitted workspace with tool stations. During any rest, a crew member working here with appropriate materials can repair the ship for 2d10 hit points per hour of work (one worker at a time).
Laboratory:. This ship is equipped with an alchemical and arcanological workspace. Intelligence (Arcana) checks and alchemist's supplies checks made here have advantage.
Magazine:. Reinforced ammunition storage belowdecks. While ammunition is stored in the magazine, whenever this ship takes fire damage, roll a d6. On a 1, the magazine ignites: the ship takes 10d10 fire damage, and each creature within 20 feet of the magazine must make a DC 15 Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.
Spartan Berthing:. All five of this ship's room slots are committed to working spaces. There are no dedicated crew quarters - crew and passengers bunk in bedrolls wherever there's floor.
Actions
Large Cannon:. Ranged Weapon Attack: 600/1,800 ft. 1 target. Hit: 16d8 bludgeoning damage. Once fired, the cannon must be reloaded before firing again; reloading requires two crew members each spending an action.
Harpoon Ballista:. Ranged Weapon Attack: 500 ft. 1 target. Hit: 4d10 piercing damage, and the target is tethered to this ship by 500 feet of cable. A tethered creature of Large size or smaller is Restrained. A tethered vessel can move no farther than the cable allows, and the crew can winch it closer. A creature can spend an action to wrench the harpoon free (DC 20 Strength check), or the cable can be attacked directly (AC 15; 20 hit points; immune to poison and psychic damage). Reloading requires one crew member spending an action.
Reload Mounted Weapon:. Reloads the mounted weapon. The mounted weapon must be crewed by someone with a firearms proficiency to take this action.
Ram!. Melee Attack: 1 target. Hit: 12d12 + 18 bludgeoning damage, and this ship takes the same damage. While this ship is flying and moves more than half of its movement speed to ram, it can make a melee attack against the first object in its path. If this ship's pilot has an airship proficiency, they may add their proficiency bonus to the attack roll.
Reactions
Emergency Brake!:. As a reaction, a crewman at the starboard bow may drop the anchor. The anchor falls straight down from the starboard bow for 120ft. Any creature below it must make a DEX12 saving throw to jump out of the way or be hit and take 8d10 bludgeoning damage. If the anchor falls its full distance through the air hitting nothing, and is still attached to the ship, it is ripped from its mount and this ship capsizes for a round. Anyone standing topside must succeed a DC20 saving throw or be thrown overboard.
Cut 'er Loose!. As a reaction, a crewman at the starboard bow may pull the pin freeing the anchor chain from its mount.
Legendary Actions
Boats n Hoes (Vehicle - Airship) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Boats n Hoes (Vehicle - Airship) regains spent legendary actions at the start of its turn.
Come About. (Costs 1 Command). The ship moves up to half its fly speed. The Boats n Hoes can take 3 Commands per round, only at the end of another creature's turn, and only while the pilot is conscious and at the helm. Spent Commands are regained at the start of the ship's turn.
Ascend or Dive. (Costs 1 Command). The ship moves up to half its fly speed vertically.
Evasive Maneuvers. (Costs 2 Commands). Attack rolls against the ship have disadvantage until the start of its next turn.
Open Fire. (Costs 2 Commands). One loaded, crewed mounted weapon makes one attack.
Lore
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