Concord Vestimere
The Concord Vestimere is a steam-powered airship controlled by a 4-men crew. It is a small merchant blimp that travels short distances between continents to supply goods and trading.
The interrior consists of crew quarters, heads, storage, mess hall, engine room, water tank, amunition room and the ship's bridge.
Creature Capacity: 4 crew, 6 passengers
Cargo Capacity: 1.5 tons
Travel Pace: 9 miles per hours (216 miles per day)
Str: 12 (+1) Dex: 16(+3) Con: 13(+1) Int: 0 Wis: 0 Cha: 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Stats
Gargantuan Vehicle (60ft. by 20 ft.)Creature Capacity: 4 crew, 6 passengers
Cargo Capacity: 1.5 tons
Travel Pace: 9 miles per hours (216 miles per day)
Str: 12 (+1) Dex: 16(+3) Con: 13(+1) Int: 0 Wis: 0 Cha: 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn the Concord Vestimere can take 3 actions if it has at least 2 crew, or 1 action if it has only one crew, choosing from the options below. It cannot take any actions if it has no remianing crew.- Culverin. The Concord can reload or fire its culverin cannon.
- Move. The Concord can use its helm to move using its propeller. If the Concord enters a large or smaller creature's space, that creature is automatically pushed to the edge of the Concord's space. The creature must also succeed on a DC15 Dexterity saving throw or take 11 (2d10) bludgeoning damage.
- Captain's Lair. Wilhelmina can use one of her lair actions as a ship action while on or within 100 ft. of the Concord.
Propulsion
Helm (control)
Armor Class: 18
Hit Points: 50
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the Concord can't turn. Balloon (control)
Armor Class: 12
Hit Points: 75
If the balloon is destroyed, the Concord cannot maintain altitude. Propeller (movement)
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.
Armor Class: 18
Hit Points: 50
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the Concord can't turn. Balloon (control)
Armor Class: 12
Hit Points: 75
If the balloon is destroyed, the Concord cannot maintain altitude. Propeller (movement)
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.
Weapons & Armament
Culverin (requires an action to reload)
Armor Class: 15
Hit Points: 30
Ranged Weapon Attack: +6 to hit, range 300/1,200 ft., one target. Hit: 27 (5d10) bludgeoning damage.
Armor Class: 15
Hit Points: 30
Ranged Weapon Attack: +6 to hit, range 300/1,200 ft., one target. Hit: 27 (5d10) bludgeoning damage.
Armor and defense
Hull
Armor Class: 15
Hit Points: 200 (damage threshold 15)
Armor Class: 15
Hit Points: 200 (damage threshold 15)
Crew
Current location