Landboat (5e Equipment)

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vehicle (hovercraft)


Creature Capacity: 1 pilot, 2 gunners
Cargo Capacity: 10,000 lb.
Travel Pace: hover 125 ft.
Cost: uncommon
Weight:


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious



Actions

Magical Cannon. Ranged Weapon Attack: +6 to hit, one target. Hit: 15 (6d4 + 2) force damage.

Minor Cannon. Ranged Weapon Attack: +5 to hit, one target. Hit: 7 (2d4 + 2) force damage.

Ram. As an action, you can move through the spaces of Large or smaller creatures for the remainder of the turn. Whenever you move through a creature's space, that creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is flung 20 feet directly away from the landboat. On a successful save, a creature takes half as much damage and is only moved 5 feet.

Hull

Armor Class 17
Hit Points 175


The landboat is an uncommon vehicle, though it can often be seen in large cities. Additionally, it carries a magical cannon and a minor cannon, which must have an additional crew member (gunner) in order to work.

The landboat has the following features:

Hover. It can move over water or any solid surface, regardless of the terrain difficulty. However, it can only hover up to 10 feet above the ground. It cannot move over objects any higher than this, and it can only pass over canyons deeper than 10 feet if they have a width of 15 feet or less.

Magic. The landboat is completely ineffective if somebody uses dispel magic on it.

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