SHIP: Belmora’s Deceit
The dragon turtle can breathe air and water.
SHIP: Belmora’s Deceit treats the wood and other materials which make up the ship upon the dragon turtle’s back as part of its shell. The ship has no true helm, receiving its heading and other directions through a mental link with the ship’s captain.
While SHIP: Belmora’s Deceit’s Steam Breath is charged, the ship’s steam-powered machines are operational. This includes the cannons, which use steam pressure instead of cannon powder.
SHIP: Belmora’s Deceit is capable of submerging itself under the water. While completely submerged, SHIP: Belmora’s Deceit cannot be hit by another ship’s ramming attacks, and it has three-quarters cover against any attack which does not originate underwater. Furthermore, if it is at least 100 feet below the water’s surface, SHIP: Belmora’s Deceit ignores all but the most powerful storms. When it submerges, all the decks flood with water, extinguishing fires, moving about anything not tied down, ruining exposed papers, and potentially drowning the crew.
Actions
The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.
SHIP: Belmora’s Deceit
Not yet described
Duplication and Templates
SHIP: Belmora's Deceit (horatio.fairburn) has been modified from other monsters.
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