Illustration Xan Drake

SHIP: The Reaper

horatio.fairburn
Challenge 9
(5,000 XP)
Robinloft Estimated CR 10
Gargantuan construct (3 decks, crew: 20, sailing ship), unaligned
Armor Class 19 (natural armor)
Hit Points 100 (8d20+16)
Speed 0 ft., swim 120 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
0 (-5)
WIS
0 (-5)
CHA
5 (-3)
Saving Throws Dex +8
Skills Intimidation +1
Damage Resistances fire, radiant; slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, poisoned, prone, stunned, unconscious
Senses passive Perception 5
Languages
Environments
Captain’s Heart.

Captain Soriano Cavanaugh has Advantage on any check made against or with SHIP: The Reaper

Shallow Keel.

SHIP: The Reaper has a relatively flat bottom, allowing it to come closer to shore than most ships. SHIP: The Reaper can be beached, gaining the restrained condition. A creature or ship attached or pushing on SHIP: The Reaper can make a DC 30 Strength check, ending the condition on a success. Strong winds or a high tide can also free the ship.

Sinkable.

Whenever SHIP: The Reaper starts its turn with 50 hit points or fewer, it is actively sinking and must make DC 10 Constitution saves every turn. If SHIP: The Reaper has 0 hit points, it automatically fails its saving throws to avoid sinking. On a failed save, one of the ships decks is completely filled with water. If all the decks are filled, the ship has sunk and drops to 0 hit points.

Repairing the ship so that it has more than 50 hit points stops the checks or saves but does not remove any water. If at least half of SHIP: The Reaper’s minimum crew spend an action bailing over two turns, they can restore a ship’s deck. Some magics may be able to remove water from a deck, at the DM’s discretion.

Actions

Multiattack. SHIP: The Reaper attacks twice with its cannons. Only one of these can be with the Forward cannon.
Broadside Cannons. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is in front of or behind the ship, the attack automatically misses.
Forward Cannon. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage. If the target is beside or behind SHIP: The Reaper, the attack automatically misses. If the target is currently grappled by SHIP: The Reaper, it automatically hits, and is treated as a critical hit.
Sawtooth Ram. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 31 (6d8 + 4) piercing damage plus 11 (2d6 + 4) slashing damage. This attack can only be made after a move action of at least 60 feet, and can only target creatures or objects directly in front of SHIP: The Reaper that are in the water or directly at the water’s edge. On a successful hit, if the target is a ship, it gains the grappled condition. On each of its turns, the target makes a DC 16 Strength Saving Throw with Disadvantage. On a success, the target tears free, ending the condition.

SHIP: The Reaper

Not yet described

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