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Dragon Cult Airship Statblock

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Dragon Cult Airship

Statblock!
Have a neat and handy statblock for the Dragon Cult
Airship as it is encountered in Storm King’s Thunder!

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.
All other original material in this work is copyright 2021 by Mister Esel and published under the
Community Content Agreement for Dungeon Masters Guild.

by Mister Esel

Not for resale. Permission granted to print or photocopy this document for personal use only .
Dragon Cult Airship Balloon
Gargantuan Vehicle (60 ft. by 20ft.) Armor Class 11 (Dyed Dragon Hide)
Creature Capacity 2 (4) crew, 6 passengers Hit Points 50
Cargo Capacity up to 1 ton
Furncace
Travel Pace 4/8/12 mph.; 30 / 60 / 90 ft. per round Armor Class 15 (Bronze)
Ascend/Descend Rate 0/0.7/1.4 mp/h.; 0/5/10 ft. per Additional Damage Immunity Fire
round
Hit Points 30 (Damage threshold 10)

STR DEX CON INT WIS CHA Harpoon Gun


16 (+3) 7 (-2) 13 (+1) 0 0 0 Armor Class 15
Hit Points 50
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, It takes one action to load, one action to aim the gun
exhaustion, frightened, incapacitated, paralyzed, and one action to fire it.
petrified, poisoned, prone, stunned, unconscious Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage and
Actions impales the target. While impaled, the target can’t
take any action on its turn other than trying to free
On its turn, the ship can take 2 to 4 actions, itself from the harpoon, which requires a successful
choosing from the options below. It can take only DC 15 Strength check, the creature then takes an
actions according to crewmates available. It can't additional 5 (1d10) piercing damage.
take these actions if it has no crew.
When a rope gets tied to the harpoon as an action, a
Move (Direction) The ship can use its propeller to creature impaled on that harpoon can’t move farther
move in a direction (crew action needed, if not away from the gun or increase its altitude until it
moved in accordance to the wind) --> Propeller! frees itself. A creature within reach of the gun’s
winch can use its action to reel in a harpooned
Move (Ascend/Decend) The ship can use its furnace
creature if its a size medium or less, pulling it up to
to ascend or decend or stay level. (Crew action
20 feet closer to the gun.
needed, if not letting it ascend/descend without
control) --> Furnace!
Ballista
(Fire Harpoon The ship fires its harpoon (crew action
needed)) Armor Class 15

(Fire Ballista The ship fires its balista (crew action Hit Points 50
needed)) It takes one action to load, one action to aim the gun
and one action to fire it.
Gondola
Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Armor Class 13 (fitted with steel runners) one target. Hit: 16 (3d10) piercing damage.
Hit Points 250 (damage threshold 10)

Description / Notes Travel Pace


I marked the standard travel pace with writing it bold. It's
This Statblock is for the Dragon Cult Airship encountered
the ship's speed with propeller on and without much wind.
in the fourth chapter of Stormking's Thunder where the
The other travel paces include eventual heavy winds that
OG description and some more infos are stated.
make the ship travel faster or slower. I calculated the travel
I filled some gaps of the statblock with stats from a
pace per round for eventual aerial encounters.
Keelboat as found in Ghosts of Saltmarsh.
The same goes for the Ascend/Descend Rate. This rate

Crew? Operatable?
is according to how the furnace is used.

The ship is, generally speaking, operable with only two A fun idea
crewmates; one steering with the propeller, one operating
I used this ship in my campaign in a way that was not
the furnace. I put the number 4 in brackets because one
inteded for it, I gave it to my players and let the OG crew
would need 2 other crewmates to sufficiently operate the
introduce them to it so that they may use it as they like.
ship's weapons. According to that I put 2 of the ship's
In order for them to successfully work the ship I let them
actions in brackets as well but the 2 minimum crewmates
give each other roles, like captain, steersman, armorer,
could always move and let the ship ascend/descend and
treasurer, lookout, etc.
move as propeller/furnace/wind alonend it.
If you want to use the ship in a similar way, consider this!

It's fun!

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