Slithering Leaf
It's sleek and fast. Finds air currents to aid in flight easily. Operates in a brusque professional way when the sails are hoisted by the airship crew. However, when the airship crew is on vacation, everything gets messed up. Everyone's somewhat focused on finding weird objects like Captain Bristle. It's why they work so well together.
The airship can fire its harpoon guns. Move
The airship can use its helm to move using its propeller. If the airship enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the airship's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage. Harpoon Haul
The airship can pull each target grappled by it up to 30 feet toward the airship. Water Landing
The airship attempt land on water and traverse the seas. Bristle's Keen Airial Agility
The airship can double the airships speed until the end of the turn. Once this occurs the airships control crystal takes 25 points of damage. The airship can't use it again until it moves 0 feet on one turn or if the control crystal shatters.
Actions
On its turn the airship can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew. Fire BallistasThe airship can fire its harpoon guns. Move
The airship can use its helm to move using its propeller. If the airship enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the airship's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage. Harpoon Haul
The airship can pull each target grappled by it up to 30 feet toward the airship. Water Landing
The airship attempt land on water and traverse the seas. Bristle's Keen Airial Agility
The airship can double the airships speed until the end of the turn. Once this occurs the airships control crystal takes 25 points of damage. The airship can't use it again until it moves 0 feet on one turn or if the control crystal shatters.
Power Generation
Control Crystal
This is made up of a crystiline element native to the astral plane. Unlike airships from the past that were made from Elemental Cores. The crystal is a vibrant purple with a black vain. Armor Class 12
Hit Points 75
If its node is destroyed, a airship cannot maintain altitude.
This is made up of a crystiline element native to the astral plane. Unlike airships from the past that were made from Elemental Cores. The crystal is a vibrant purple with a black vain. Armor Class 12
Hit Points 75
If its node is destroyed, a airship cannot maintain altitude.
Propulsion
Propeller
The 4 propellers are only used in air travel. The propellers are also used to lift off from a waterlanding. Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (air) 80 ft.; 50 ft. while flying into the wind; 100 ft. while flying with the wind Sails
The 2 sails are only used in water travel. The masts are a colaspable pole to avoid taking valuable deck space in air travel.
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
The 4 propellers are only used in air travel. The propellers are also used to lift off from a waterlanding. Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (air) 80 ft.; 50 ft. while flying into the wind; 100 ft. while flying with the wind Sails
The 2 sails are only used in water travel. The masts are a colaspable pole to avoid taking valuable deck space in air travel.
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapons & Armament
Harpoon Gun
There are 3 harpoon guns.
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the airship. Each of the airship's harpoon guns can grapple one target. While it has one or more targets grappled with its harpoon gun attack, the airship's speed is not halved.
Ballista There are two ballistas.
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
There are 3 harpoon guns.
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the airship. Each of the airship's harpoon guns can grapple one target. While it has one or more targets grappled with its harpoon gun attack, the airship's speed is not halved.
Ballista There are two ballistas.
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Armor and defense
Hull
Armor Class 15
Hit Points 200 (damage threshold 15)
Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Armor Class 15
Hit Points 200 (damage threshold 15)
Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Communication Tools & Systems
Sending Bag
The First Mate has a bag that has direct communication with the assigned Talons member assigned as Captain of the airship.
The First Mate has a bag that has direct communication with the assigned Talons member assigned as Captain of the airship.
Sensors
Weather Spotter
This is a crude device created by Siberian to detect dangerous weather patterns. This also had an additional benifit of sensing elementals if close by.
This is a crude device created by Siberian to detect dangerous weather patterns. This also had an additional benifit of sensing elementals if close by.
Additional & auxiliary systems
Gliders
One for each crew. These allow the benifit of the Feather Fall spell. This is to protect the wearer from fall damage when jumping off the airship.
Zipplines
There are 6 zippline hooks for a speedy zip on a harpoon grapple.
One for each crew. These allow the benifit of the Feather Fall spell. This is to protect the wearer from fall damage when jumping off the airship.
Zipplines
There are 6 zippline hooks for a speedy zip on a harpoon grapple.
Nickname
Bristle's Curiosity
Designation
TBTA I
Motto
We seek out the strange and unknown to please the Great Cat Goddess.
Owner
Owning Organization
Price
20000 gp
Rarity
Rare
Length
100 ft by 20 ft
Speed
9 miles per hour (216 miles per day)
Complement / Crew
20 crew
Cargo & Passenger Capacity
10 tons & 10 passengers
Comments