Crew Positions: Driver, Gunner, 4 Medium Passengers. It takes 15ft of movement to enter a seat. Once in the seat, the crew may take crew actions. If they use an action to close the hatch to their seat, they gain the benefits of total cover, and are telepathically connected to all other seated crew.
The door to each position can be opened from the inside as an action or as a DC 30 Athletics check or destroyed with a Melee Attack as part of the tank that has 40HP.
For the purposes of Area of Effect attacks, the Driver, Gunner, and Passenger compartments all have total cover from each other.
Driver Actions. Drivers must be proficient in Land Vehicles or make a DC 20 Investigation check. The vehicle must have a qualified driver to start and function at all.
Once seated and buttoned up, the vehicle's senses become the Driver's senses. They are behind total cover, and cannot directly see anything outside the tank - instead relying on indirect viewing.
When the Driver uses their action to drive, they add the result of an Animal Handling check to the tank's normal movement. With a driver, the Tank may then take a Dash, Dodge, Ram, or Crew Help action, which grants advantage to all crew members.
Gunner Actions. Gunners must be proficient in Land Vehicles or make a DC 15 Investigation check. Once seated in the gunner's seat, they may take an action to Load or Fire one of the Tank's Main Weapons. Each of these weapons expends one of the Tank's Hit Die as ammunition.
Once loaded, the Gunner can use an action to fire the weapon. The Save DC or Attack roll is determined by the DM.
Loader Actions. Loaders must be Small sized or larger, and be proficient in Land Vehicles or make a DC 10 Investigation check. If they are within 5ft of the main weapon, they may use their action to Load.
Healing. The vehicle requires 24 hours to gain the benefit of a Short rest, and 7 days to gain the benefits of a Long Rest.
To repair the ship conventionally, anyone proficient in relevant Tools may spend 8 hours repairing the Vehicle, adding the result of a Survival check to the vehicles Temp HP.
Mending may be used to patch specific battle damage, but does not add HP.
Passenger Actions. While sealed in the compartment, Passengers have total cover but can indirectly see outside the tranport. If there are only 2 passengers or 4 small passengers, and they are proficient in Land Vehicles (or make a DC 15 INT check as an action), they may operate the tank's Side Weapons as if Gunners.
Healing. As a massive construct, the ship requires 7 days to gain the benefit of a Short rest, and 30 days to gain the benefits of a Long Rest.
To repair the ship without resting, creatures may spend 8 hours effecting repairs, allowing the ship to epxend a Hit die for every 15 after a collective Survival (Wisdom) check. Mending may be used to optimize componnets, adding a maximum of 3d6 Temp HP to the ship.
Crew.Should a creature bind its soul in service to the ship, the Captain can the ship's current HP to regenerate them over the course of their long rest. This summons them into corporeal form anywhere on the ship, ready to serve.
When a new creature joins the curew, their current and max HP are added to that of the ship, which gains +1 Hit Die for every 15hp added. Creatures assimilated into the ship bring all carried equipment with them.
Fire the Cannons!
Each shot from the main guns consumes one of the ship's Hit Die. Preparing and firing the cannons requires three actions: One to clear and load, another to prime and move it into position, and another to aim and fire. Creatures proficient in firearms may perform one of these operations as a Bonus Action.
When a cannon is ready to fire, the ship will fire the cannons on creature that takes the Firing action. At that time, the firing creature must select a shot, roll a d20, adding their INT or WIS modifier and proficiency if applicable. This roll sets the DEX Save DC and attack roll for the following shot options:
Cannon Ball. Ranged Weapon Attack Roll, Range 600/2,400 ft.
Hit. 26 (4d12) Bludgeoning damage vs Huge or greater target.
Chain Shot. Ranged Weapon Ability, Range 100ft.
All creatures within a 100ft line from the cannon take 36 (8d8) Bludgeoning damage. The chain stops once it has dealt all of its damage.
Creatures can make a DEX Save for half damage. Failure by 5 or more and they are knocked prone and stunned until the end of their next turn. Failure by 10 or more and they take double damage.
Explosive Shot. Ranged Weapon Ability, Range 150ft.
All creatures within a 15ft Diameter Sphere of the target area take 36 (8d8) Bludgeoning damage.
Creatures can make a DEX Save for half damage. Failure by 5 or more and they are pushed 5ft away from the point of impact and knocked prone. Failure by 10 or more and they are also stunned until the end of their next turn.
Alternatively, these shells may be ignited as an action without using the cannons, and thrown as a Bonus Action with a range equal to an Athletics check.
Ram. On its turn, the ship may ram any Huge or larger target. This attack cannot miss, and deals an amount of bludgeoning damage equal to the roll of any amount of the ship's hit die (1d20+5) as decided by the Captain.
These die are consumed as if during a short rest, and deal damage to both the target and the Jolly Roger. Both the target and the Jolly Roger may make a CON save vs the Helmsman's piloting skill check (Survival) for half damage. Before rolling, the Captain has the option to decide that both ships fail this save.
Crew Weapons:
Swivel Guns. The smaller mounted cannons on the ship require only one action to load and one action to fire by a creature.
Hit. 13 (2d12+DEX/INT/WIS). Range. 40/120ft.
These guns weigh 250lbs, and can be dismounted with a DC 15 Athletics check.
They may be fired as an action, like a heavy, two-handed ranged weapon. The firing creature must make a STR save vs against the attack roll to avoid dropping the weapon on fail, and falling prone if they fail by 5 or more.
Harpoon. Medium Fixed DEX weapon. Range 40/120ft.
Hit. 9 (2d6+5) Piercing damage.
Targets hit by this attack are Grappled at range by the ship, and cannot move further away until they break the chain (AC 15, HP 20) or grapple. Creatures hit by a second Harpoon are Restrained, a 3rd Paralyzes.
Forcibly removing the hook, or attempting a contested Athletics check deals an additional 7 (2d6) damage.
Grappled creatures take an additional 3 (1d6) Slashing damage when dealt damage from any source until the hook is removed.
Removing the hook without damage requires a DC 15 Medicine check. Failure deals damage equal to the difference.
Claw. Natural Weapon: +5 to hit.
Hit (Normal). 14 (3d6+3) psychic damage.
Hit (Advantage). 24 (6d6+3) psychic damage.
Abilities
Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Slam. Attack: +2 to hit.
Hit. 3 (1d4+0) bludgeoning damage.
Each time the Zombie attacks, it must check for a surge. Spells are cast at Level 1 with a DC 11 Save.
On miss, the surge targets the Zombie, on hit the surge is focused on the target. This surge chance is cummulative, adding +1 per check, resetting after a surge is triggered.
Immolate (After dropping below 3hp). The Zombie begins to destabilize and starts to radiate a random type of elemental damage.
At the start of each turn, the Zombie and all creatures within 0ft of it take 3 Fire, Cold, Acid, or Lightning damage.
Self Destruct. When it's living name is spoken, the zombie explodes, dealing 11 (2d8+2) elemental damage to all creatures within 0ft of it. DC 11 CON Save for half. This action is a Spell-like effect as if cast as a Level 1 spell, and can be negated negated by Counterspell or prevented by Dispel Magic.
Death Surge. When the Zombie is dropped to 0hp due to an attack roll, the attacking creature must check for a Wild Magic surge using the Zombie's Wild Magic counter. If a surge is triggered, it is focused on the attacking creature. If the zombie died to indirect damage, the surge is focused on the nearest creature.
Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.
Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.
Fire Bolt +9 to hit, Range 120ft,
Hit. 22 (4d10) Fire Damage.
Disarming Missile. The mage creates 5 darts of magical force. Each deals 9 (1d8+4) force damage to its target, and the target must make a DC 17 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 35ft radius sphere make a DC 17 DEX Save, taking 49 (14d6) fire damage on a failed save, half on success.
Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 17 DEX Save, taking taking 45 (10d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the Mage's next turn.
Elemental Blast (Recharge 6). Each creature in a 120ft. cone must make a DC 17 CON Save. A creature takes 63 (14d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 4 Restoration spell or higher.
Spells Per Day
Mage knows 18 spells and 6 Cantrips through INT.
Their Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 83 ===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O
Crew Positions: Driver (DC 20), Gunner (DC 15), Loader (DC 10). It takes 15ft of movement to enter a position. Once in the seat, the crew may take crew actions.
While the gun is up and activated, the gunner is exposed.
While seated, the driver and loader have good cover, gaining +4 to their AC.
Main Weapon: Medium Cannon.
Note: The train is 10ft wide, but when the driver takes the Dash action, it's path becomes 20ft wide.
Relentless Locomotion. The Train cannot have its movement stopped by any non-magical means. Any creature in the train's path must make a STR Save vs the Driver's Animal Handling (DC 15 min). This requires no action other than movement, but each car that damages a Large creature reduces movement by 10ft.
On success, the creature is moved 5ft away from the train and takes half damage.
On failure, Large and Smaller creatures are knocked prone and take 58 (5d20) Bludgeoning damage from the engine and 42 (4d20) from each car.
Creatures Huge and larger force the train to take the Ram action and are damaged thusly.
Stopping the Train. To stop the train normally, the Driver must expend one of the train's Hit Dice, and succeed on an Animal Handling check, adding 1d20+3 to the roll. The DC to stop the train is its current movement speed.
Casting Dispel Magic on the engine forces the train and all in or on it to make a CON save vs the caster's Spell Save DC. On fail, the train immediately shuts off, and all creatures that failed their save are thrown forward a number of feet equal to the train's movement in the last round and take equivalent falling damage. When stopped in this way, the train cannot be restarted until it succeds a CON Save. Each attempt requires Mending or relevant tools check equal to the Caster's save DC.
Starting the Train. A qualified driver may start the train as an Action. Once started, the train will always use it's full movement speed to advance forward. If the train is on rails, it's speed is doubled.
Ram. As the Driver's Action, The Tank may ram any target within its movement. This attack cannot miss and deals an amount of Force damage equal to any amount of the ship's hit die as decided by the Driver. These die are consumed as if during a short rest and deal damage to both the target and the Tank. Both the Target and the Tank may make a CON save vs the Driver's Land Vehicles (WIS) skill check for half damage. Before rolling, the Driver may decide that both fail this save.
Crew Positions: Brakeman (DC 10). The Brakeman can detatch the car as an action while it is not moving. If it is moving, it requires an Athletics check with a DC equal to half the train's movement speed. The car will continue moving forward at its current speed, losing 5ft per turn.
The Brakeman can apply the brakes safely as an action, reducing the speed by 10ft per turn.
They may apply the Emergency Brakes as an action, causing the car to lose as much speed as their Athletics check. This may cause creatures on the cars to take falling damage.
They may lock the brakes as an action when it reaches 0ft of movement, setting the DC to move the car with an Athletics check.
To fire the Cannon:It takes two actions to fire this cannon. One to load, one to fire. A Gunner may Fire or Load the cannon as an action. Qualified Loaders may take the Load action.
The firing creature must select a shot, and roll a d20, adding their DEX to the roll. They may add their Proficiency if they are proficient in Land Vehicles or Firearms. This roll represents the Attack or relevant Save DC's for the following shot options:
Cannon Ball. Main Weapon, Range 600/2,400 ft.
Hit. 55 (10d10) Bludgeoning damage vs Large or greater target only.
Explosive Shot. Main Weapon, Range 150ft.
All Creatures within a 15ft Diameter Sphere of the target area take 28 (8d6) Bludgeoning damage.
Creatures can make a DEX Save for half damage. Failure by 5 or more and they are pushed 5ft away from the point of impact and knocked prone. Failure by 10 or more and they are also stunned until the end of their next turn.
Chain Shot. Main Weapon, Range 100ft.
All creatures within a 100ft line from the cannon take 44 (8d10) Bludgeoning damage. The chain stops once it has dealt all of its damage.
Creatures can make a DEX Save for half damage. Failure by 10 or more and they take double damage.
GrapeShot. Creatures within a 60ft cone take 52 (8d12) Piercing damage, or half with a successful DEX Save.