Storm's Call (Vehicle - Airship)
Gargantuan construct, neutral
Armor Class: 19 (brass reinforced wooden hull)
Hit Points: 600 (50d20)
Speed: 0 ft., fly 300 ft.
Damage Vulnerabilities: Fire, Lightning
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.
Mounted Magical Weapon:. As long as someone is crewing a mounted magical weapon and has readied their action to do so, they may fire it or reload it. If the gunner has a firearms proficiency, they may add their proficiency bonus to the attack roll(s). If they are a magic user they may add their proficiency bonus to the damage roll.
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 Tanks:. 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 has 9 small tanks. At current market prices it costs approximately 2700gp to fill all of this ship's tanks. A replacement tank is known to cost around 2250gp. Each tank will allow for approximately 250 miles of travel.
Lightning Rod:. This ship is equipped with a magical lightning weapon designed to attract all lightning (including lightning damage spells) within 1000ft. If it would gain three (3) extra charges, it overloads and expends all charges at once at up to 1d10 random targets within 10d10+10 feet.
Crew Quarters:. This ship has 8 separate rooms equipped as crew quarters. Four single bed crew rooms, 2 single bed state rooms. 1 double bed state room, and one multi-purpose room equipped with up to 10 hammocks. In total there is viable living space for a compliment of 20 people including the captain.
Captain's Cabin:. The captain's cabin is fully furnished with a fine hardwood desk, a double bed, a bookshelf, a table with seating for up to 5 people, and a full set of Navigator's and Cartographer's Tools. Below the bed is a 3'x2'x2' heavy wooden safe (DC18). The captain's quarters also has access to a rear facing balcony.
Armory:. On the cargo hold deck is a 12'x8'x6' vault that is equipped as an armory. The door is solid brass and has a DC 20 lock. Within the armory is the following equipment: 5x Muskets 5x Revolvers 5x Scimitars 20x Harpoons
Cargo Hold:. This ship's cargo hold is 20'x20'x6' and is equipped with nets iron fittings to secure cargo to the floor, walls and ceiling. This ship can safely move with up to 2000 lbs of cargo.
Workshop:. This ship is equipped with a workshop containing the following tool sets: Carpenter’s tools Smith’s tools Tinker’s tools
Galley/Dining Area:. This ship is equipped with a fully furnished galley which contains Cook’s utensils and a hydrogas burning stove/oven. The dining area can comfortably seat up to 20 people.
Actions
Light Cannon:. Ranged Weapon Attack: 250/1000 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.
Harpoon Ballista:. Ranged Weapon Attack: range 50/200 ft., one target. Hit: 14 (2d10 + 4) piercing damage, and the target is grappled (escape DC 14). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the Harpoon Ballista. A creature takes 10 (2d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the crewman can reel a creature grappled by it 20 feet closer. The Harpoon Ballista can grapple only one creature at a time.
Lightning Rod:. Ranged magical weapon attack: 150/500. Up to 4 targets in a straight line. Up to 3 charges. Hit: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Reload Mounted Weapon:. Reloads the mounted weapon. The mounted weapon must be crewed by someone with a firearms proficiency to take this action.
Reload Lightning Rod:. Reloads the Lightning Cannon. The Lightning Cannon must be crewed by a magic user to take this action. They must cast a 6th level or greater spell to add a charge to it. Alternatively, if the Lightning Rod is struck by lightning it will regain three (3) lost charges.
Ram!. Melee Attack: 1 target. Hit: 16d12 +24 bludgeoning damage to both the target and this ship. 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 Sloop Dogg 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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