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Excal-heim

Kyarl's Destroyer

Gargantuan vehicle, unaligned
Armor Class:
Hit Points:
Speed: , fly: 20 ft

STR

20 +5

DEX

7 -2

CON

17 +3

INT

0 -5

WIS

0 -5

CHA

0 -5

Senses:

Max Capacity: 16 tons

48 crew/passengers.
Cargo capacity: 12 tons

Travel Pace:

7.5 mph (60 miles per long rest, 180 miles per day)

Parts

Frigate Hull

Hp: 800
AC: 19

Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.

Solar Sails

Hp: 100
AC: 13

Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.

Arcane Dynamo:

Hp: 75
AC: 17

Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.

Actions

Special:

Range increases by 20ft for every 10ft the target is lower.
Range decreases by 20 ft for every 10ft the target is higher.  

Port Side.

Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.

Starboard Side.

Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
 

Repairs

As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.
Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP.   During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.  
All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.


Created by

stormgate_dnd.

Statblock Type

Monster

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