An airship of the Ravus Empire.
Slow and heavily armored, the Ravus Dreadnought is built to carry an invasion force, not to win a dogfight. There aren’t many of them, and those that exist are treated as strategic assets rather than line ships. Once one settles over a region, local resistance tends to become a lot more theoretical. Dreadnoughts aren’t interested in chasing anyone. They just need to arrive and stay.
Ravus Dreadnought
Gargantuan vehicle (approx. 220–250 ft. long)
Creature Capacity 100 crew, 250 passengers
Cargo Capacity 180 tons
Travel Pace 4 miles per hour (96 miles per day)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 6 (-2) | 24 (+7) | 0 | 0 | 0 |
Damage Immunities poison, psychic
Damage Resistances fire, lightning, bludgeoning/piercing/slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn the Ravus Dreadnought can take 3 actions if it has 60+ crew, 2 actions if it has 30–59 crew, or 1 action if it has fewer than 30 crew.
- Move.
- Fire Weapon Battery.
- Magitek Overcharge (Recharge 6). Until the start of the ship’s next turn, its weapon attacks deal an extra 2d10 force damage and the ship has advantage on saving throws against spells and magical effects. After using this ability the hull takes 25 points of force damage (ignores damage threshold).
Components
Hull
Armor Class 20 (layered magitek plating)
Hit Points 1,000 (damage threshold 20)
Extremely thick, overlapping armor. Built to absorb punishment rather than outmaneuver it.
Control: Helm
Armor Class 19
Hit Points 90
Move up to the speed of the ship’s engines with one 45-degree turn. If destroyed, the ship can only move in a straight line and loses Magitek Overcharge.
Movement: Magitek Engines
Armor Class 16
Hit Points 180; –5 ft. speed per 40 damage taken
Speed (air) 30 ft.
Can hover.
Weapons: Heavy Ballistae (2)
Armor Class 16
Hit Points 70 each
Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target.
Hit: 27 (5d10) piercing damage.
Weapons: Arcane Ports (2)
Armor Class 17
Hit Points 80 each
Ranged Spell Attack: +8 to hit, range 120/480 ft., one target.
Hit: 36 (8d8) force damage.
Weapons: Spinal Ram
If the ship moves at least 30 feet straight toward a target and hits it with its hull, the target takes an extra 8d10 bludgeoning damage. A Huge or smaller vehicle or creature must succeed on a DC 20 Strength saving throw or be knocked prone (or have its fly speed reduced to 0 until the end of its next turn).
Special Features
Magitek Resilience. Advantage on saving throws against spells and magical effects. On a successful save against a damaging spell, the ship takes 1/4 damage instead of half.
Imposing Presence. Creatures that can see the Ravus Dreadnought within 300 feet have disadvantage on the first saving throw they make against being frightened by any effect from the ship or its crew (once per creature per day).
Invasion Platform. Extensive troop decks, equipment bays, and deployment points. The ship can embark or disembark up to 60 Medium creatures as an action when landed or hovering at low altitude.