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___ ___ > ## 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 Hexes >### Weapons: 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 bludgeoning >### Weapons: 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 success >### Weapons: Energy Turret >**Armor Class** 13 >
**Hit Points** 30 >
**Ranged Weapon Attack:** +8 to hit, 5/15 hexes. Hit: 3d8 force damage >### Ram >**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. \pagebreak ___ ___ > ## 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 hexes >### Weapons: Energy Turret >**Armor Class** 12 >
**Hit Points** 50 >
**Ranged Weapon Attack:** +8 to hit, 5/15 hexes. *Hit:* 3d8 force damage