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Shadow Airship CR: 5

Large undead, chaotic evil
Armor Class: 19 (natural armor)
Hit Points: 114 (12d10+48) 12d10+48
Speed: 0 ft , fly: 20 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

20 +5

DEX

11 +0

CON

18 +4

INT

2 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +4
Damage Vulnerabilities: radiant
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60ft, passive Perception 14
Challenge Rating: 5

Shadow Target. The shadow can only target the victim of its illusion. To its victim, it does not appear as a shadow, but a real, physical being; to others, however, the shadow appears only as a shadow; no discernible features can be made out. Additionally, other shadows and their victims are not detectable by the victim of this shadow, the illusion only ending once all shadows targeting the victim have been defeated.   Slashing Bash. If the shadow airship moves at least 20ft straight toward a creature and then hits it with a bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the shadow airship can make one attack with its blades against it as a bonus action.

Actions

Bash. Melee Weapon Attack: +8 1d20+8 to hit, reach 5ft, one target. Hit: 18 (2d12+5) 2d12+5 bludgeoning damage.   Blades. Melee Weapon Attack: +8 1d20+8 to hit, reach 5ft, one target. Hit: 16 (2d10+5) 2d10+5 slashing damage.   Fire Breath (Recharge 5-6). The shadow airship spits fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) 8d6 fire damage on a failed save, or half as much damage on a successful one.

A monstrous illusion of the airship which caused the Hindenburg disaster created to make Zaza relive that terror.

Suggested Environments

Zirithar's Chamber


Created by

spywilliam123.

Statblock Type

Monster

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