SHIP: The Solaris
North
(1,800 XP)
Robinloft Estimated
CR
7
Armor Class
19 (natural armor)
Hit Points
115 (10d20+10)
Speed
0 ft., fly 120 ft.
STR
12
(+1)
DEX
18
(+4)
CON
12
(+1)
INT
0
(-5)
WIS
0
(-5)
CHA
8
(-1)
Saving Throws
Dex +7
Skills
Deception +2, Perception -2
Damage Immunities
necrotic, poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, poisoned, prone, stunned, unconscious
Senses
darkvision 120 ft., passive Perception 8
Languages
—
Environments
Hull Breach.
Whenever SHIP: The Solaris starts its turn with 50 hit points or fewer, it is actively losing atmosphere and must make DC 10 Constitution saves every turn. If SHIP: The Solaris has 0 hit points, it automatically fails its saving throws to avoid hull breach. On a failed save, one of the ships decks loses all oxygen. If all the decks lose oxygen, the ship drops to 0 hit points.
Actions
Multiattack.
SHIP: The Solaris attacks two times with its cannons. All the cannons must be on the same side of the ship.
Broadside Blasters.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is in front of or behind the ship, the attack automatically misses.
Fighter jet.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 14 (4d4 + 4) radiant damage. SHIP: The Solaris has one fighter jet piloted by 1-2 crew members that it can deploy.
SHIP: The Solaris
Not yet described
Duplication and Templates
SHIP: The Solaris (North) has been modified from other monsters.
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