Boreworm
BOREWORM
Huge Vehicle (30 ft. by 10 ft.)
Armor Class 13 (ceramic hull)
Not for resale. Permission granted to print or photocopy this document for personal use only. DDEP08-02 Stardock Under Siege
Hull Points 150
Locomotion arcane power, speed 100 ft.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
BOREWORM TROOPS
APL + d4 Monsters
11 1 mind flayer, 3 duergar stone guards
12 1 mind flayer, 4 quaggoths
13 1 mind flayer, 5 berserkers
14 1 mind flayer, 5 duergar stone guards
15 1 mind flayer, 5 quaggoths, 3 berserkers
16 2 mind flayers, 5 duergar stone guards
17 1 mind flayer, 1 mind flayer arcanist, 7 quaggoths
18 1 mind flayer, 1 mind flayer arcanist, 8 berserkers
19 1 mind flayer, 1 ulitharid, 8 duergar stone guards
20 2 ulitharids, 4 quaggoths, 4 berserkers
BOREWORM PILOT
The helm of a boreworm is configured such that only an illithid or its thralls can pilot it. If there are no illithid aboard, the boreworm has a darkling pilot who does not fight except in self-defense. If all the disembarked troops are killed, the darkling attempts to disengage and fly back to the nautiloid.
DISABLING THE BOREWORM
Once the enemy are all destroyed, it is a few minutes work to destroy the helm, rendering the vessel useless, before setting it adrift in space. The adventurers might also choose to simply attack the hull and destroy the vessel.
Boreworm
Huge vehicle (30 ft. by 10 ft.)
Creature Capacity 1 crew, 1 passenger Cargo Capacity 1 ton Travel Pace 18 miles per hour (432 miles per day)
Abilities Str 18 (+4), Dex 12 (+1), 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 boreworm can take 1 action. It can not take any action if it has no crew. Bore. The boreworm uses its boring rams. Mind Blast. The boreworm can use its mindblast. Move. The ship can use its helm to move using its magical propulsion unit.
Hull Armor Class 18 Hit Points 200 (damage threshold 10)
Control: Spelljammer Helm Armor Class 16 Hit Points 25 Move up to the speed of the boreworms magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the boreworm can’t move.
Movement: Magical Propulsion Unit Armor Class 16 Hit Points 100; -5 speed per 25 damage taken Speed (magical) burrowing speed 45 ft., flying speed 45 ft. (hover), swimming speed 45 ft.
Weapon: Mindblast Cannon Armor Class 16 Hit Points 50 Magical Attack: The canon emits a wave of psychic energy in a 60-foot cone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and become stunned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.
Weapon: Boring Rams Armor Class 20 Hit Points 100 (damage threshold 10) Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is Huge or larger the boreworm attaches to it. While attached, the boreworm doesn’t attack. Instead, at the start of each of the boreworm’s turns, the target loses 13 (2d8 + 4) damage due to its boring drills. The damage dealt by this attack ignores damage thresholds. If a creature ends its turn with 0 hit points, it dies as the boreworm extracts the creature’s brain. The boreworm can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the boreworm.
Creature Capacity 1 crew, 1 passenger Cargo Capacity 1 ton Travel Pace 18 miles per hour (432 miles per day)
Abilities Str 18 (+4), Dex 12 (+1), 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 boreworm can take 1 action. It can not take any action if it has no crew. Bore. The boreworm uses its boring rams. Mind Blast. The boreworm can use its mindblast. Move. The ship can use its helm to move using its magical propulsion unit.
Hull Armor Class 18 Hit Points 200 (damage threshold 10)
Control: Spelljammer Helm Armor Class 16 Hit Points 25 Move up to the speed of the boreworms magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the boreworm can’t move.
Movement: Magical Propulsion Unit Armor Class 16 Hit Points 100; -5 speed per 25 damage taken Speed (magical) burrowing speed 45 ft., flying speed 45 ft. (hover), swimming speed 45 ft.
Weapon: Mindblast Cannon Armor Class 16 Hit Points 50 Magical Attack: The canon emits a wave of psychic energy in a 60-foot cone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and become stunned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.
Weapon: Boring Rams Armor Class 20 Hit Points 100 (damage threshold 10) Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is Huge or larger the boreworm attaches to it. While attached, the boreworm doesn’t attack. Instead, at the start of each of the boreworm’s turns, the target loses 13 (2d8 + 4) damage due to its boring drills. The damage dealt by this attack ignores damage thresholds. If a creature ends its turn with 0 hit points, it dies as the boreworm extracts the creature’s brain. The boreworm can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the boreworm.
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