Vehicle
Varies
This swift vessel is a relatively recent design, constructed by the Crown for the purposes of eliminating their enemies in the War of Ash and Light. The Eidolon's unique make allows for it to travel undetected, masked through wrapping an illusory barrier around itself created by its Nightfall Generator. The ship can float but but isn't built for long term water travel.
Standard weaponry includes 3 cannons-- one on the forecastle, one in the middle of the top deck, and one on the sterncastle. Lastly, the ship is equipped with one ballista and a specialized mounted gauss cannon in the hull.
Eidolon Ship Summary
| Creature Capacity: 11 crew, 30 passengers | Cargo Capacity: 100 tons |
|---|---|
| Hit Points: 500 | Travel Pace: 10 mph (240 miles per day) |
| Damage Threshold: 15 | |
| Speed: fly 90 ft. (10 mph) | |
| STR 20 DEX 7 CON 20 INT 0 WIS 0 CHA 0 | Damage Immunities: poison, psychic Damage Resistances: lightning Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious |
On its turn, the Eidolon can take 2 actions, choosing from the actions below. It can't take both the Fire Ballistas and Gauss Cannon actions in the same turn. If the Eidolon only has 2 crew piloting, it can only take the Move action. It can't take any actions without crew.
Fire Ballistae. The airship can fire its ballistas. (Requires 6 crew)
Fire Cannon. The airship uses one cannons. (Requires 4 crew)
Fire Ballista and Cannon. The airship can fire two ballistas and fire one cannons. (Requires 7 crew)
Cloak. The airship activates its Nightfall Generator, causing it to go invisible. The Eidolon remains invisible until it fires its weapons again. (Requires 1 crew)
Blasting Horn (recharge 6). The airship activates its Blasting Horns. (Requires 4 crew)
Move. The airship can move. (Requires 2 crew)
Armor Class 17
Hit Points 500 (damage threshold 20)
Armor Class 18
Hit Points 50 (damage threshold 5)
Move up to the speed on the ship's propellers, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Armor Class 17
Hit Points 250 (damage threshold 5 resistant to lightning, -15 ft. speed per 80 damage taken, if reduced to 0 HP cannot move Speed (water, air)
Armor Class 19
Hit Points 100 each
If the engines are reduced to 0 hit points, the skyship falls if it is airborne.
Armor Class 15
Hit Points 60 (damage threshold 20 immune to fire damage
If the furnace is destroyed, the airship descends at a rate of 10 ft. per round if it is airborne.
Armor Class 15
Hit Points 30
The Stealth Field is positioned around the ship. If the generator is destroyed, the Eidolon can no longer use its Cloak feature.
Armor Class 15
Hit Points 50
Speed (water, snow, or air) 90 feet; 45 ft. while moving against the wind; 125 ft. while moving with the wind.
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 18 (3d10 + 2) piercing damage.
Armor Class 19
Hit Points 75 each
Ranged Weapon Attack: +8 to hit, range 600/2,400 ft. (can't hit targets within 60 ft. of it), one target. Hit: 46 (8d10 + 2) bludgeoning damage.
Armor Class 19
Hit Points 100
This horn emits a thunderous blast audible 1200 feet away. Each creature within 120 feet of the airship must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
If the Blasting Horns are reduced to 0 hit points there is a 20% chance they explode. The explosion deals 10d6 fire damage to the the hull and destroys the horns.
Skyships typically resemble ocean faring ships held aloft by three or more brumestones. The decks are inscribed with arcane runes that adjust the stones' buoyancy and control the skyship's direction. Most Skyships have a set of controls to send arcane signals through these runes and influence the brumestone: little rods and handles that change the pitch and yaw, regulators to lift, descend, and turn left or right.
Skyships have sails atop their deck to catch wind flying in a forward motion, and often some manner of sail protrude from the sides of the hull to act as wings and provide additional lift. Skyships are typically seaworthy in case an emergency landing in the water is necessary.
Skyships fly at approximately the same height as birds can reach, or slightly higher for limited periods. The stronger winds at higher altitudes make maintaining course problematic, since the sails require gentler weather. For this reason, skyships try to avoid storms, and some have fallen or vanished in bad weather.
A Skyship has the following features:
Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Light. Hanging lanterns cast bright light throughout the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.
Crew
The main deck of the ship has the following features:
Ballistae. The Skyship has one Ballistas attached to the deck. Each weapon has 10 standard ammunitions stacked and secured near it.
Brumestone Engine. The Skyship has one brumestone generator attached to the ship.
Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
Shelves and rope on the walls of this cabin secure gauss cannon shrapnel and ballista arrows.
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
The forecastle has the following features:
Ballista. A ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Brumestone Engine. The Skyship has one brumestone generator attached to the ship.
Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome predator. This figurehead serves as the ship's ram.
Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
The quarterdeck has the following features:
Ballista. On a warship, a ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Brumestone Engine. The Skyship has one brumestone generator attached to the ship.
Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Wheel. The ship's wheel stands at the aft of the quarterdeck.
The furnace of the ship is stored here. In addition, the brain of Frurdis the Stormeater is suspended in a large tank of preservation fluid.
Benches line the walls of this room. Four holes carved in them house chamber pots.
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
These cabins are meant for guests and visiting high-ranking officials along for the journey.
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.