The Peregrine-class flyer is a single-engine high-speed multirole tactical aircraft originally developed by the Shadow Honour artificer guild of Charidge for the Imperial Navy of Odonburg. Designed as a quick-response, air superiority day fighter, it evolved into a successful all-weather multirole tactical aircraft.

A Peregrine-class flyer has the following features:
Ceilings. The ceilings in the fuselage and cabin are 8 feet high with 6-foot-high doorways.
Doors. The flyer’s doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves’ tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check. The controls at the front of the flyer can raise or lower the doors.
Light. The interior of the flyer is illuminated by permanent light spells powered by the flyer’s emerald engine. The flyer also has exterior lights that can create a beam of bright light in a 120-foot cone and dim light for another 120-feet.
1 – Cockpit
The pilot of the flyer sits within the cockpit in the captain’s chair. While seated in the captain’s chair, the pilot can use the following functions:
- At will: comprehend languages, scrying (the sensor is always located in the fuselage and cannot move), true strike
- 1/day: find the path
2 – Passenger Cabin
The cabin holds six chairs which can recline, allowing a passenger to rest comfortably in the chair. Each chair has a cubby of nourishment set into the armrest. The cubby generates a soft, flavorless food tablet that dissolves on your tongue and provides as much nourishment as 1 day of rations and one pint of cold drinking water. Once the cubby generates a food tablet, it can’t do so again for 8 hours.
3 – Access Doors
At both the east and west sides of the flyer’s entry, two access doors lower allowing creatures to enter the flyer.
4 – Lavatory
A soft, padded bench with a hole carved in the center fills this room. Below the bench is a chamber pot with a portable hole in its bottom. As soon as waste passes into the chamberpot, and a creature exits through the lavatory door, a prestidigitation spell is cast on the user to clean them and remove any unpleasant odors.
5 – Storage
The storage locker is protected by an iron door and has AC 19, 18 points, and immunity to poison and psychic damage. Often, weapons and magic items are stored here.
6 – Engine Room
The engine room has the following features:
Arc Propulsion Engine. The force energy drawn from the Emerald Odonburgite within the reactor also fuels the flyer’s Shadow Honour Levi-tech arc-propulsion engine (APE).
Emerald Reactor. The flyer is powered by a Quickshroud 1.87 dl emerald reactor.
Tool Chests. The room includes two tool chests. Both chests act as bags of holding, containing enough tools and spare parts to completely rebuild the ship almost from the ground up. The only irreplaceable object is the ship’s Emerald Odonburgite crystal.
Example Crew
It only takes one crew to fly a Peregrine-class flyer, a pilot. Often the pilot is a mage with a background proficiency in Arcana and Vehicles (air).
[su_note note_color=”#fafafa”]
Dinzer Peregrine-class Flyer
Gargantuan vehicle (70 ft. by 30 ft., 135 ft. wingspan)
Creature Capacity 1 crew, 6 passengers
Cargo Capacity 4 tons
Travel Pace 220 miles per hour (5,280 miles per day)
Abilities Str 20 (+5), Dex 15 (+2), Con 18 (+4), Int 0, Wis 0, Cha 0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the flyer can take 2 actions, choosing from the options below. It can’t take actions if it has no crew.
Fire Eldritch Cannons. The flyer can fire its eldritch cannons.
Move. The flyer can use its helm to move with its wings.
APE Move (Costs 2 Actions). The flyer can use its helm to move with its arc-propulsion engine.
Hull
Armor Class 17
Hit Points 300 (damage threshold 15)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the flyer’s movement components. If the helm is destroyed, the flyer can’t fire its eldritch cannons.
Movement: Wings
Armor Class 15
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (air, tactical) 120 ft.
Movement: Arc-Propulsion Engine
Armor Class 15
Hit Points 200; -25 ft. speed per 50 damage taken
Speed (air) 500 ft.
Weapon: Eldritch Cannons (2)
Armor Class 15
Hit Points 30 each
Ranged Weapon Attack: +8 to hit, range 300 ft., one target. Hit: 11 (2d10) force damage.
[/su_note]
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This vehicle is available on Patreon as part of the Hand of the Eight adventure path as well as in a separate supplement. The Hand of the Eight adventure path is accessible for only $1 per month. The supplement comes with the copper tier, which is $3 per month.
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