Zariel's Boot
Large, Horror Class Infernal Machine
Creature Capacity 10 crew, 5 passengers
Cargo Capacity 2 Tons
STR DEX CON INT WIS CHA 20 (+5) 4 (-3) 20 (+5) 0 0 0
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, Zariel's Foot can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than 7 crew and only 1 action if it has fewer than 5. It can't take these actions if it has fewer than 2 crew. It can only fire it's Lightning Cannon once per turn.
Fire Demon's Breath Zariel's Foot can fire its Demon's Breath.
Fire Lightning Cannon Zariel's Foot can fire its Lightning Cannon.
Fire Energy Turret Zariel's Foot can fire its Energy Turret.
Move. Zariel's Foot can move using its Infernal Engines. As part of this move, it can use its Ram.Hull
Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of the Infernal Engines, can turn along a 10' radius sphere. If the helm is destroyed, Zariel's Foot can't turn.Movement: Infernal Engine
Armor Class 12
Hit Points 100; - 1 hex. speed per 25 damage taken
Speed (land) 5 HexesWeapons: Demon's Breath (2)
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, inside of a 15 ft cone from sides. Hit: 2d10 Cold damage and 1d10 bludgeoningWeapons: Lightning Cannon
Armor Class 15
Hit Points 100
Area of Effect: 30 ft. line from front, DC 12 Dexterity Saving Throw. Fail: 5d10 Lightning damage, half on a successWeapons: Energy Turret
Armor Class 13
Hit Points 30
Ranged Weapon Attack: +8 to hit, 5/15 hexes. Hit: 3d8 force damageRam
Armor Class 20
Hit Points 100 (threshold 10)
Zariel's Boot has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the ram rather than to the ship. These benefits don't apply if another vessel crashes into it.
Desperado
Medium, Desperado Class Infernal Machine
- Creature Capacity 3 crew, 4 passengers
- Cargo Capacity .5 Tons
STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 13 (+1) 0 0 0
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the desperado can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.
Fire Energy Turret The desperado can fire its Energy Turret.
Move. The desperado can move using its Infernal Engines.
Hull
Armor Class 12
Hit Points 200 (damage threshold 10)Control: Helm
Armor Class 14
Hit Points 30
Move up to the speed of the Infernal Engines, can turn along a 5' radius sphere. If the helm is destroyed, the desperado can't turn.Movement: Infernal Engines
Armor Class 10
Hit Points 40; -1 hex speed per 10 damage taken
Speed (land) 5 hexesWeapons: Energy Turret
Armor Class 12
Hit Points 50
Ranged Weapon Attack: +8 to hit, 5/15 hexes. Hit: 3d8 force damage