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Manacutter

The Manacutter is the fastest standard airship in the sky. It’s sleek and silver-and-blue, with large membrane wings and an entire design philosophy built around not being caught. It’s fragile if something actually manages to hit it, but most pursuers never get the chance. Couriers, messengers, and people who have somewhere better to be favor it for a reason.

Used mainly by the factions of Roh-ber, with a few in Aetheria and Ezogashima and a select few in Sanctara, probably controlled by the Holy Order.

Manacutter

Huge vehicle (approx. 55–65 ft. long)

Creature Capacity 5 crew, 4 passengers
Cargo Capacity 1 ton
Travel Pace 16 miles per hour (384 miles per day)

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 12 (+1) 0 0 0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions
On its turn the Manacutter can take: 3 actions if it has 4+ crew, 2 actions if it has 2–3 crew, 1 action if it has only 1 crew

  • Move
  • Fire Weapons
  • Graceful Surge (Recharge 4–6). Until the end of the ship’s next turn, its fly speed increases by 50 feet, it can make two additional 90-degree turns, and opportunity attacks against it are made with disadvantage.

Components

Hull
Armor Class 15 (lightweight ornate frame)
Hit Points 160 (damage threshold 8)

Control: Helm
Armor Class 16
Hit Points 30
Up to two 90-degree turns (or more with Graceful Surge). If destroyed, the ship can only move in a straight line.

Movement: Membrane Wings
Armor Class 13
Hit Points 80; –15 ft. speed per 20 damage taken
Speed (air) 90 ft.; 70 ft. into the wind; 110 ft. with the wind
Can hover.

Weapons: Light Ballistae (2)
Armor Class 14
Hit Points 25 each
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target.
Hit: 9 (2d8) piercing damage.

Weapons: Arcane Lances (2)
Armor Class 14
Hit Points 20 each
Ranged Spell Attack: +5 to hit, range 60/240 ft., one target.
Hit: 10 (3d6) force damage.


Special Features

Aerial Grace. Advantage on Dexterity checks and saving throws related to flying. Can hover without spending extra movement.

Silent Running. While moving at half speed or less, advantage on Dexterity (Stealth) checks. Creatures have disadvantage on Perception checks to hear it approaching.

Lightweight Frame. Disadvantage on Strength checks and saving throws against being shoved or forcibly moved.

Escape Artist. When the ship uses the Disengage action, it can move up to half its speed as part of that action.