An airship of the Ravus Empire.
There is only one Ravus Imperator, and most people hope it stays that way. Six hundred feet of dark magitek plating, slow as a glacier, it was built to end arguments just by existing. It can dock a full Dreadnought alongside it for resupply, which tells you everything about its scale. When it moves, the rest of the Ravus fleet moves with it. When it doesn’t, people still keep one eye on the horizon.
Ravus Imperator
Gargantuan vehicle (approx. 600 ft. long)
Creature Capacity 350 crew, 700 troops
Cargo Capacity 500 tons
Travel Pace 2 miles per hour (48 miles per day)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 5 (-3) | 28 (+9) | 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 Imperator can take: 5 actions if it has 200+ crew, 4 actions if it has 100–199 crew, 3 actions if it has 50–99 crew, 2 actions if it has fewer than 50 crew
- Move
- Fire Weapon Battery
- Magitek Overcharge (Recharge 6). Until the start of the ship’s next turn, all of its weapon attacks deal an extra 3d10 force damage and it has advantage on saving throws against spells and magical effects. The hull takes 50 force damage afterward (ignores damage threshold).
Components
Hull
Armor Class 22 (heavy magitek plating)
Hit Points 2,200 (damage threshold 30)
Control: Helm
Armor Class 20
Hit Points 150
One 45-degree turn. If destroyed, the ship can only move in a straight line and loses Magitek Overcharge.
Movement: Magitek Engines
Armor Class 17
Hit Points 300; –5 ft. speed per 60 damage taken
Speed (air) 20 ft.
Can hover.
Weapons: Arcane Projectors (8)
Armor Class 17
Hit Points 90 each
Ranged Spell Attack: +9 to hit, range 180/720 ft., one target.
Hit: 31 (7d8) force damage.
Weapons: Heavy Ballistae (6)
Armor Class 16
Hit Points 80 each
Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target.
Hit: 22 (4d10) piercing damage.
Weapons: Crushing Bulk
If the ship moves at least 20 feet straight toward a target and hits it with its hull, the target takes an extra 12d10 bludgeoning damage. A Gargantuan or smaller vehicle or creature must succeed on a DC 24 Strength saving throw or be knocked prone (or have its fly speed reduced to 0 until the end of its next turn if flying).
Special Features
Fleet Magitek (Superior). Advantage on saving throws against spells and magical effects. On a successful save against a damaging spell, the ship takes no damage instead of half.
Overwhelming Presence. Creatures that can see the ship within 1,000 feet have disadvantage on saving throws against being frightened. Allied Ravus ships within 2 miles gain advantage on attack rolls against frightened creatures.
Hardened Magitek Frame. Advantage on saving throws against effects that would force it to land, fall, or lose altitude.
Mobile Dockyard. The Ravus Imperator is large enough to allow other Ravus capital ships (including Dreadnoughts) to come alongside and resupply, transfer troops, or undergo emergency repairs while both vessels are hovering or moving at low speed.