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Living Ship

Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don’t want to have to worry about their ship’s air envelope becoming fouled during a long voyage.

This ship’s main distinctive feature is the fully grown treant on the aft deck. The treant has a speed of 0 because its roots are woven into the deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.

A living ship can float on water and sail across it, but it can’t land safely on the ground (its keel would cause it to roll on its side). Its standard weaponry is an aft-mounted ballista.

Weapons


Ballista (Crew: 3)

Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.


Living Ship Deck Plans

Living Ship Summary


Armor Class: 15 (wood)
Cargo: 10 tons
Hit Points: 250
Crew: 5 (plus the treant)
Damage Threshold: 15
Keel/Beam: 80 ft./20 ft.
Speed: fly 40 ft. (4½ mph)
Cost: 25,000 gp


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