Hammer's Folly Vehicle in Jemmora | World Anvil
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Hammer's Folly

The BackStreet Shark's wondrous ship that can sail above or below the waves.  

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 13
Hit Points 300 (damage threshold 5)    

Control: Helm

Armor Class 16
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.    

Power Source

Armor Class 18
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.  

Weapon: Radiant Cannon

Armor Class 15
Hit 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 16
Hit 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

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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