Frothy Gash (Vehicle - Airship)
Gargantuan construct, neutral
Armor Class: 18 (heavy wooden hull)
Hit Points: 400 (40d20)
Speed: 0 ft., fly 300 ft., swim 30 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.
Amphibious:. this ship is capable of operating as both an airship (fly speed 300ft) and a conventional ship (swim speed 30ft).
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.
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 two medium sized tanks. At current market prices it costs approximately 1000gp to fill this ship's tanks. A replacement tank is known to cost around 500gp. Its tank will allow for approximately 500 miles of travel.
Crew Quarters:. This ship has 3 separate rooms equipped as crew quarters. A general room with four hammocks, and three separate rooms with one hammock each. In total there is viable living space for a compliment of 7 people.
Cargo Hold:. This ship's cargo hold is 30'x20'x6' and is equipped with iron fittings to secure cargo to the floor and ceiling. The hammock crew quarters on the mid deck is readily converted to cargo space. This ship can safely move with up to 4000 lbs of cargo unimpeded.
Galley/Dining Area:. This ship is equipped with a lightly furnished galley which contains Cook’s utensils and a hydrogas burning stove/oven. The dining area can comfortably seat up to 6 people.
Actions
Gatling Gun:. Ranged Weapon Attack: 60/240 ft. Up to 3 targets that can be hit with a single arc of fire. Hit: 6d6 divided among equally among chosen targets (unassigned damage dice are lost).
Light Cannon (solid projectile):. Ranged Weapon Attack: 150/450 ft.1 target. Hit: 8d8 bludgeoning damage. If the target is a large or smaller creature, it is pushed back 30 feet and knocked prone. If the target is made of metal, wood, or stone, the ball pierces through up to 2 feet of material before stopping.
Light Cannon (explosive projectile):. Ranged Weapon Attack: 150/450 ft.1 target. Hit: 4d12 fire damage. Each creature within 20 feet of the target must make a DC 15 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. If the target is made of metal, wood, or stone, it takes an additional 4d8 bludgeoning damage.
Light Cannon (miscellaneous small projectiles):. Ranged Weapon Attack: 40/120 ft.1 target. Effects depend on range:Within 40 feet: Each creature within 10 feet of the target must make a DC 16 Dexterity saving throw, taking 12d6 piercing damage on a failed save, or half as much damage on a successful one.Within 80 feet: Each creature within 20 feet of the target must make a DC 14 Dexterity saving throw, taking 8d6 piercing damage on a failed save, or half as much damage on a successful one.Within 120 feet: Each creature within 30 feet of the target must make a DC 12 Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one.Miscellaneous shot has no effect on targets made of metal, wood, or stone.
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: 16d12 +24 bludgeoning damage. While this ship is flying and moves more than half of it's 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.
Lore
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