Guardian Ship (CR 14)
Alignment: Usually lawful good
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 18 (-4 size, -1 Dex, +13 natural), touch 5, flat-footed 18
Hit Dice: 24d10+60 (192 hp)
Fort +10, Ref +7, Will +10
Speed: Swim 40 ft.*
Space: 20 ft./15 ft.
Base Attack +18; Grapple +41
Attack: Slam +25
Full Attack: Slam +25/+20/+15/+10 melee
Damage: Slam 2d8+16
Special Attacks/Actions: -
Abilities: Str 32, Dex 8, Con -, Int 12, Wis 10, Cha 14
Special Qualities: Construct traits, telepathic link, remove pain
Feats: Awesome Blow; Cleave; Great Cleave; Great Fortitude; Improved Bull Rush; Improved Overrun; Improved Sunder; Iron Will; Power Attack
Skills: Diplomacy +9, Intimidate +7, Knowledge (arcana) +4, Knowledge (geography) +9, Knowledge (history) +7, Knowledge (nature) +20, Sense Motive +5, Survival +22, and Swim +29
Advancement: 25-28 (Gargantuan), 29-42 (Colossal)
Climate/Terrain: Any aquatic
Organization: Solitary or fleet (3-10)
Treasure/Possessions: Double standard
Blindsense (Ex): A guardian ship feels differences in wind direction, salt content, and tides as well as life forms and objects. Guardian ships can sense such vibrations and minute changes in the air and water around them within 60 feet. Opponents the guardian ship can't actually see still have total concealment against the guardian ship.
Remove Pain (Su): While a guardian ship cannot actually heal others, it can absorb pain from those with whom it has a telepathic link. A guardian ship may, as a free action, prevent dying creatures it shares a telepathic link with and who are on board from losing additional hit points as if it had administered a successful Heal check to stabilize them.
Telepathic Link (Su): A guardian ship can communicate telepathically with blood members of the family that owns it as per the spell Rary's telepathic bond. This connection remains in effect for as long as a member of the owning family is within 100 feet of the guardian ship.
Skills: A guardian ship has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Swim Speed*: Although guardian ships possess swim speeds, they cannot move underwater. This speed denotes their movement speed on the surface of the water.
Carrying Capacity: A guardian ship can haul 50 tons of cargo, just as a normal keelboat.
Guardian ships initiate combat by charging into battle. After this initial attack, they are capable of warping their hulls to slam nearby opponents without upsetting those on board.