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The Leviathan

The Leviathan is an aggressive, lance-prowed strike and boarding craft with mechanical membrane wings, able to operate both in the air and on the water. It is built to get close and make that someone else’s problem. Crews who fly one tend to be proud of that. Everyone else gives them a wide berth and hopes they keep going.

The Leviathan

Gargantuan vehicle (approx. 85–95 ft. long)

Creature Capacity 18 crew, 8 passengers
Cargo Capacity 8 tons
Travel Pace 8 miles per hour (air) / 4 miles per hour (water)

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 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 Leviathan can take: 3 actions if it has 12+ crew, 2 actions if it has 6–11 crew, 1 action if it has fewer than 6 crew

  • Move
  • Fire Weapons
  • Wing Snap (Recharge 5–6). Until the end of the ship’s next turn, fly speed increases by 25 feet and it can make one additional 90-degree turn.

Components

Hull
Armor Class 17 (dense riveted plating)
Hit Points 340 (damage threshold 15)

Control: Helm
Armor Class 17
Hit Points 50
Up to two 90-degree turns (air) or one 90-degree turn (water). If destroyed, the ship can only move in a straight line.

Buoyancy Envelope (Balloon)
Armor Class 13
Hit Points 90
If reduced to 0 hit points, the ship can still glide using the mechanical membranes (fly speed 30 ft., descends 10 ft. at the end of each turn, cannot gain altitude).

Movement: Mechanical Membranes + Engines + Sails
Armor Class 14
Hit Points 80; –10 ft. speed per 20 damage taken
Speed (air) 50 ft. (35 ft. into the wind / 65 ft. with the wind)
Speed (water) 30 ft. (20 ft. into the wind / 40 ft. with the wind)
Can hover while airborne.

Weapons: Forward Lance Battery
Armor Class 16
Hit Points 60
Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target.
Hit: 22 (4d10) piercing damage.

Weapons: Side Ballistae (2)
Armor Class 15
Hit Points 40 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit: 14 (2d10 + 3) piercing damage.

Weapons: Reinforced Lance Prow
If the ship moves at least 30 feet straight toward a target and hits it with its hull, the target takes an extra 4d10 piercing damage. A Large or smaller vehicle or creature must succeed on a DC 16 Strength saving throw or be pushed 15 feet.


Special Features

Artificer Membranes. Resistance to slashing damage, vulnerability to lightning damage.

Boarding Design. Advantage on Athletics checks to climb or leap during boarding actions.

Aggressive Profile. Advantage on Intimidation checks made by the crew while the ship is visible and closing distance.

Dual-Environment. Fully capable of operating as both an airship and a conventional sailing vessel.

Combat-Built. Advantage on saving throws against being shoved or rammed by other vehicles of its size or smaller.