One of a kind, and deliberately so. The Prima Vista is two hundred-plus feet of ornate towers and red-and-white plating, an absurd concentration of wealth poured into a single vessel. It is less a warship than a floating statement of power and prestige. People remember seeing it, and most of them would prefer not to be on the wrong side of it when they do.
It will be built when the Triad comes together to build it.
Prima Vista
Gargantuan vehicle (approx. 200–220 ft. long)
Creature Capacity 80 crew, 120 passengers/troops
Cargo Capacity 80 tons
Travel Pace 5 miles per hour (120 miles per day)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 8 (-1) | 22 (+6) | 0 | 0 | 0 |
Damage Immunities poison, psychic
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn the Prima Vista can take:
- 4 actions if it has 50+ crew, 3 actions if it has 30–49 crew, 2 actions if it has 15–29 crew, 1 action if it has fewer than 15 crew
- Move.
- Fire Weapon Battery.
- Fortress Barrage (Recharge 5–6). The ship makes two weapon attacks instead of one, and each hit deals an extra 1d10 damage of the weapon’s type.
Components
Hull
Armor Class 19 (heavily reinforced ornate plating)
Hit Points 750 (damage threshold 25)
Control: Helm
Armor Class 18
Hit Points 80
Move up to the speed of the ship’s engines with one 90-degree turn. If destroyed, the ship can only move in a straight line.
Movement: Arcane Engines
Armor Class 16
Hit Points 150; –10 ft. speed per 30 damage taken
Speed (air) 35 ft.
Can hover.
Weapons: Heavy Ballistae (4)
Armor Class 16
Hit Points 60 each
Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target.
Hit: 22 (4d10) piercing damage.
Weapons: Arcane Culverins (3)
Armor Class 16
Hit Points 55 each
Ranged Spell Attack: +8 to hit, range 120/480 ft., one target.
Hit: 27 (6d8) force damage.
Weapons: Horned Ram
If the ship moves at least 30 feet straight toward a target and hits it with its hull, the target takes an extra 6d10 bludgeoning damage. A Huge or smaller vehicle or creature must succeed on a DC 18 Strength saving throw or be knocked prone (or have its fly speed reduced to 0 until the end of its next turn).
Special Features
Floating Fortress. Creatures on the upper decks have three-quarters cover against attacks from below. The crew has advantage on Perception checks to spot approaching threats.
Ornate Resilience. Critical hits against the hull become normal hits unless the attack roll exceeds the ship’s AC by 10 or more.
Command Presence. While the helm is intact, the captain or a designated officer can use a bonus action to grant one allied creature within 60 feet advantage on its next attack roll or saving throw.
Unique Masterpiece. There is only one Prima Vista. It represents an extraordinary concentration of wealth, rare materials, and expert craftsmanship. Losing it would be a severe blow to the prestige and morale of its owners. Allied creatures who can see the ship have advantage on saving throws against being frightened, and enemy creatures have disadvantage on the first saving throw they make against being frightened by effects originating from the ship (once per creature per day).