Large Vehicle (3000 lbs)
Creature Capacity 4 Medium creatures
Cargo Capacity 500 lb.
Armor Class 18 (16 while motionless)
Hit Points 60 (damage threshold 10, mishap threshold 20)
Speed 100 ft. [Travel Pace 10 miles per hour (240 miles per day)]
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Automobile rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Helm. (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Automobile
Juke. If the Automobile is able to move, the driver can use its reaction to grant the Automobile advantage on a Dexterity saving throw.
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo Capacity 100 lb.
Armor Class 20 (16 while motionless)
Hit Points 30 (damage threshold 5, mishap threshold 10)
Speed 120 ft. [Travel Pace 12 miles per hour (288 miles per day)]
STR 14 (+2) DEX 18 (+4) CON 12 (+1) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Jump. If the motorcycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
Prone Deficiency. If the Motorcycle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Stunt. On its turn, the driver of the motorcycle can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the motorcycle must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the motorcycle and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Helm. (Requires 1 Crew). Drive and steer the Motorcycle
Juke. If the Motorcycle is able to move, the driver can use its reaction to grant the Motorcycle advantage on a Dexterity saving throw.
Huge vehicle (9000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 Tons
Armor Class 20 (19 while motionless)
Hit Points 150 (damage threshold 10, mishap threshold 20)
Speed 100 ft. [Travel Pace 10 miles per hour (240 miles per day)]
STR 20 (+5) DEX 12 (+1) CON 20 (+5) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Truck rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Crushing Wheels.The Truck can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Helm. (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Truck
Juke. If the Truck is able to move, the driver can use its reaction to grant the Truck advantage on a Dexterity saving throw.
Leviathan Class Vehicle (Airship), 500 tons (1 million lb.)
Creature Capacity 125 Medium Creatures (at least 25 crew members)
Cargo Capacity 1000 tons (2 million lb.)
Armor Class 14 (12 while motionless)
Hit Points 300 (damage threshold 20)
Combat Speed 80 ft.
Speed 40 knots or 46 mph (1,104 miles per day)
STR 16 (+3) DEX 10 (+0) CON 16 (+3) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Airship rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Armed to the Teeth: Commercial Airliners sports 4 Lightning Railguns, one on the Port and Starboard railings, and one on the Bow and the Stern. Each gun can rotate up to 120 degrees on each side from where it is mounted.
The Airship also sports 1 Harpoon on the Port and Starboard side which can be used to attempt to initiate boarding parties.
Helm. (Requires 1 Crew and Grants Half Cover). Drive and steer the Airship.
Mounted Lightning Railgun. (Requires 1 Crew) Ranged Weapon Attack: +6 to hit, range 300ft., one target. Hit: 6d6 Lightning.
Harpoon. (Requires 2 Crew) Ranged Weapon Attack: +6 to hit, range 60ft., one target. Hit: Deals 2d10 Piercing damage to Personnel. Deals 0 damage to airships but reduces target's Combat Speed by 20ft when moving away from this ship. Stations that have actively harpooned an airship must maintain the Station Actions to reduce the target airship's Combat Speed. A Harpoon can be dislodged with a DC 16 Strength check.
Juke. If the Airship is able to move, the driver can use its reaction to grant the Airship advantage on a Dexterity saving throw.
A common comercial airliner. The cheapest and easiest to obtain.
Leviathan Class Vehicle (Airship), 500 tons (1 million lb.)
Creature Capacity 125 Medium Creatures (at least 25 crew members)
Cargo Capacity 800 tons (1.6 million lb.)
Armor Class 16 (14 while motionless)
Hit Points 450 (damage threshold 25)
Combat Speed 100 ft.
Speed 45 knots or 52 mph (1,248 miles per day)
STR 20 (+5) DEX 10 (+0) CON 20 (+5) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Airship rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Armed to the Teeth: This Airship sports 6 Lightning Railguns, two on the Port and Starboard railings, and one on the Bow and the Stern. Each gun can rotate up to 120 degrees on each side from where it is mounted.
The Airship also sports 2 Harpoons on the Port and Starboard side which can be used to attempt to initiate boarding parties.
Helm. (Requires 1 Crew and Grants Half Cover). Drive and steer the Airship.
Mounted Lightning Railgun. (Requires 1 Crew) Ranged Weapon Attack: +6 to hit, range 300ft., one target. Hit: 6d6 Lightning.
Harpoon. (Requires 2 Crew) Ranged Weapon Attack: +6 to hit, range 60ft., one target. Hit: Deals 2d10 Piercing damage to Personnel. Deals 0 damage to airships but reduces target's Combat Speed by 20ft when moving away from this ship. Stations that have actively harpooned an airship must maintain the Station Actions to reduce the target airship's Combat Speed. A Harpoon can be dislodged with a DC 16 Strength check.
Juke. If the Airship is able to move, the driver can use its reaction to grant the Airship advantage on a Dexterity saving throw.
The more common military style air vessel seen all over in battles and troop transports.
Leviathan Class Vehicle (Airship), 600 tons (1.2 million lb.)
Creature Capacity 140 Medium Creatures (at least 30 crew members)
Cargo Capacity 850 tons (1.7 million lb.)
Armor Class 18 (16 while motionless)
Hit Points 500 (damage threshold 25)
Combat Speed 120 ft.
Speed 45 knots or 52 mph (1,248 miles per day)
STR 20 (+5) DEX 10 (+0) CON 20 (+5) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Airship rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Armed to the Teeth: This Airship sports 8 lightning railguns, two on the Port and Starboard railings, and two on the Bow and the Stern. Each gun can rotate up to 120 degrees on each side from where it is mounted.
The Airship also sports 2 Harpoon on the Port and Starboard side which can be used to attempt to initiate boarding parties.
This Airship also sports 2 Lightning Railcannons, one on the Port and Starboard sides located near the Stern.
Helm. (Requires 1 Crew and Grants Half Cover). Drive and steer the Airship.
Mounted Lightning Railgun. (Requires 1 Crew) Ranged Weapon Attack: +8 to hit, range 300ft., one target. Hit: 6d6 Lightning.
Harpoon. (Requires 2 Crew) Ranged Weapon Attack: +8 to hit, range 60ft., one target. Hit: Deals 2d10 Piercing damage to Personnel. Deals 0 damage to airships but reduces target's Combat Speed by 20ft when moving away from this ship. Stations that have actively harpooned an airship must maintain the Station Actions to reduce the target airship's Combat Speed. A Harpoon can be dislodged with a DC 16 Strength check.
Lightning Railcannon. (Requires 5 Crew) Ranged Weapon Attack +8 to hit, range 450ft., one target. Hit: 13d6 Lightning.
Juke. If the Airship is able to move, the driver can use its reaction to grant the Airship advantage on a Dexterity saving throw.
The Draconian Military only has a dozen or so of these since they are rather expensive, especially because of the Lightning Railcannons. These ships are typically loaned out to high ranking officers such as General Goldheart and Colonel Brasswing.
Colossal Class Vehicle (Airship), 1,000 tons (2 million lb.)
Creature Capacity 175 Medium Creatures (at least 50 crew members)
Cargo Capacity 1,500 tons (3 million lb.)
Armor Class 24 (20 while motionless)
Hit Points 1,000 (damage threshold 35)
Combat Speed 100 ft.
Speed 45 knots or 52 mph (1,248 miles per day)
STR 30 (+10) DEX 10 (+0) CON 30 (+10) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Airship rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Armed to the Teeth: This Airship sports 16 lightning railguns, four on the Port and Starboard railings, and four on the Bow and the Stern. Each gun can rotate up to 120 degrees on each side from where it is mounted.
The Airship also sports 8 Harpoons on the Port and Starboard side which can be used to attempt to initiate boarding parties.
This Airship also sports 4 Lightning Railcannons, two on the Port and Starboard sides, two near the stern and two near the bow.
Helm. (Requires 1 Crew and Grants Half Cover). Drive and steer the Airship.
Mounted Lightning Railgun. (Requires 1 Crew) Ranged Weapon Attack: +10 to hit, range 300ft., one target. Hit: 8d6 Lightning.
Harpoon. (Requires 2 Crew) Ranged Weapon Attack: +10 to hit, range 60ft., one target. Hit: Deals 2d10 Piercing damage to Personnel. Deals 0 damage to airships but reduces target's Combat Speed by 20ft when moving away from this ship. Stations that have actively harpooned an airship must maintain the Station Actions to reduce the target airship's Combat Speed. A Harpoon can be dislodged with a DC 16 Strength check.
Lightning Railcannon. (Requires 5 Crew) Ranged Weapon Attack +10 to hit, range 450ft., one target. Hit: 16d6 Lightning.
Juke. If the Airship is able to move, the driver can use its reaction to grant the Airship advantage on a Dexterity saving throw.
There is only one of these ships in operation because they are incredibly expensive to build. It is owned by King Severin Waterstriker, of course.
"A vessel fit for a King."
"Whoever built that thing did not think about how they'd get it in the air."
Leviathan Class Vehicle (Airship), 600 tons (1.2 million lb.)
Creature Capacity 100 Medium Creatures (at least 20 crew members)
Cargo Capacity 750 tons (1.5 million lb.)
Armor Class 20 (18 while motionless)
Hit Points 500 (damage threshold 25)
Combat Speed 120 ft.
Speed 45 knots or 52 mph (1,248 miles per day)
STR 22 (+6) DEX 10 (+0) CON 22 (+6) INT 0 (-5) WIS 0 (-5) CHA 0 (-5)
Damage Immunities. Poison, Psychic
Condition Immunities. Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Prone Deficiency. If the Airship rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.
Armed to the Teeth: The Voidbringer sport 6 Ballistae, two on the Port and Starboard railings, and one on the Bow and the Stern. Each ballistae can rotate up to 360 degrees on each side from where it is mounted, and comes with seating mounted to it.
The Voidbringer also sports 6 Harpoons on the Port and Starboard side which can be used to attempt to initiate boarding parties.
Helm. (Requires 1 Crew and Grants Half Cover). Drive and steer the Airship.
Mounted Ballistae. (Requires 2 Crew) Ranged Weapon Attack: +8 to hit, range 300ft., one target. Hit: 4d10 Piercing. Damage ignores damage thresholds.
Harpoon. (Requires 2 Crew) Ranged Weapon Attack: +8 to hit, range 60ft., one target. Hit: Deals 2d10 Piercing damage to Personnel. Deals 0 damage to airships but reduces target's Combat Speed by 20ft when moving away from this ship. Stations that have actively harpooned an airship must maintain the Station Actions to reduce the target airship's Combat Speed. A Harpoon can be dislodged with a DC 16 Strength check.
Lightning Railcannon. (Requires 5 Crew) Ranged Weapon Attack +8 to hit, range 450ft., one target. Hit: 13d6 Lightning.
Juke. If the Airship is able to move, the driver can use its reaction to grant the Airship advantage on a Dexterity saving throw.
The Voidbringer, Arella Ostanos's personal vessel. For years she used this terrifying vessel to board other ships and steal loot as Sapiria's most infamous air pirate. Now she is retired, but this vessel is still a force to be reckoned with.