Dauntless Vehicle in Dawn Islands | World Anvil

Dauntless



 

Dauntless

6 crew Creature Capacity
1 ton Cargo Capacity
5 mph (120 miles per day) Travel Pace

 
Strength
14
Dexterity
17
Constitution
13
Intelligence
0
Wisdom
0
Charisma
0
poison, psychic Damage Immunities
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Condition Immunities

Actions

On it's turn, the Dauntless can take 2 actions, choosing from the options below. It can take only 1 action if it has 3 or fewer crew. It can't take these actions if it has no crew. Fire Cannon. The Dauntless can fire it's cannons (DMG, ch 8) Fire Graspers. The Dauntless can fire it's Grasping Rounds Fire Figurehead. The Dauntless can use it's figure head effect Move. The Dauntless can use it's helm to move with it's oars or sails  

Hull

Armor Class 13 Hit Points 100 (damage threshold 10)  

Control: Helm

Armor Class 12 Hit Points 50 Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can’t turn.

Modifications

Defiant Sails

These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled, ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails’ protective magic. This drawback doesn’t apply if the attacker is aboard the ship.  

Grasping Rounds

This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. As an action, the attacking ship can end this effect, and the target can end it by taking an action and succeeding on a DC 14 Strength check.  

Blue Dragon Figurehead

This figurehead depicts a blue dragon, head rearing back to strike, mouth open. As an action, the ship can activate this item to create a 60-foot cone of ice that originates from the figure head. Each creature and object in the cone must make a DC 12 Dex saving throw, taking 4d6 ice damage on a failed save, or half as much on a sucessful save. If a ship fails it's saving throw, the ice around the ship hardens, preventing movement for 2 rounds

Movement

Oars

Armor Class 12 Hit Points 100; −5 ft. speed per 25 damage taken Speed (water) 20 ft.  

Sails

Armor Class 12 Hit Points 100; −5 ft. speed per 20 damage taken Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind

Weapons

Cannons

Armor Class 19 Hit Points 75 A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.  

Ice Dragon Figurehead