Hammer's Folly
The BackStreet Shark's wondrous ship that can sail above or below the waves.
STR 14 (+2) DEX 14 (+2) CON 12 (+1)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Regeneration Each section regains 1d4 hit points per hour. Necrotic damage suppresses this regeneration for 24 hours.
Hit Points 300 (damage threshold 5)
Hit Points 50
Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn.
Hit Points 100; –20 ft. speed per 25 damage taken
Locomotion (water) unkown, speed 80 ft. If the power source is destroyed, the ship immediately crashes.
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 16 (3d10) radiant damage.
Hit Points 25
Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 5 (1d10) radiant damage.
Hammer's Folly
Gargantuan vehicle (55 ft. by 20 ft.)STR 14 (+2) DEX 14 (+2) CON 12 (+1)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Regeneration Each section regains 1d4 hit points per hour. Necrotic damage suppresses this regeneration for 24 hours.
Hull
Armor Class 13Hit Points 300 (damage threshold 5)
Control: Helm
Armor Class 16Hit Points 50
Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn.
Power Source
Armor Class 18Hit Points 100; –20 ft. speed per 25 damage taken
Locomotion (water) unkown, speed 80 ft. If the power source is destroyed, the ship immediately crashes.
Weapon: Radiant Cannon
Armor Class 15Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 16 (3d10) radiant damage.
Weapons: Radiant Guns (2)
Armor Class 16Hit Points 25
Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 5 (1d10) radiant damage.
Actions
On its turn, the ship can use its helm to move using its power source. It can also fire its weapons. If it has half its crew or fewer, it can fire only two of the weapons.Power Generation
Mysterious device
Propulsion
Unusual lights on underside of ship; Allow for sea or undersea travel
Armor and defense
Living Wood hull
Additional & auxiliary systems
Airy water field
Hangars & docked vessels
2 lifeboats, 1 small exploratory vessel
Rarity
Unique
Length
55 feet by 20 feet
Speed
9 miles per hour (216 miles per day)
Complement / Crew
10 crew
Cargo & Passenger Capacity
10 passengers; 1 ton cargo
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