Illithid Dreadnought
The mindflayer dreadnaught is a colossal ship used to carry its smaller boreworm vessels. Even without its boreworm fleet, these heavily armed ships are capable of destroying entire armadas by themselves. A carrier can hold 10 boreworms in its hull and is capable of deploying all 10 at once.
Dreadnaught Gargantuan vehicle (400 ft. by 50 ft.)
Creature Capacity 85 crew, 40 passengers Cargo Capacity 85 tons Travel Pace 4 miles per hour (96 miles per day)
Abilities Str 24 (+7), Dex 6 (-2), Con 20 (+5), 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 ship can take 5 actions, choosing from the options below. It can take only 3 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew. Fire Ballista. The ship can fire its ballista (DMG, ch. 8). Fire Mangonel. The ship can fire its mangonels (DMG, ch. 8). Fire Cannons. The ship can fire its cannons (DMG, ch. 8). Fire Psychic Cannon (Costs 3 Actions). The ship can fire its psychic cannon. Tentacles. The ship can use its tentacles. Move (Costs 2 Actions). The ship can use its helm to move with its sails.
Hull Armor Class 17 Hit Points 1,000 (damage threshold 25)
Control: Spelljammer Helm Armor Class 16 Hit Points 100 Move up to the speed of the ship’s magical propulsion, with one 90-degree turn. If the helm is destroyed, the ship can’t move. The helm can be attacked only if the hull has taken 500 or more damage. If the helm is destroyed, the dreadnaught can’t move.
Movement: Magical Propulsion Unit Armor Class 12 Hit Points 100; -5 speed per 25 damage taken Speed (magical) flying speed 35 ft.
Weapon: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannons (6) Armor Class 19 Hit Points 75 Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Mangonels (4) Armor Class 15 Hit Points 100 Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Weapon: Psychic Cannon Armor Class 15 Hit Points 100 Magical Attack: The psychic cannon emits a wave of psychic energy in a 240-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: Tentacles Armor Class 17 Hit Points 200 (damage threshold 15) Melee Weapon Attack: +8 to hit, reach 100 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The dreadnaught has four tentacles, each of which can grapple one Large or smaller target. Alternatively, all four tentacles can work together to grapple a single Huge or larger target. While it has one or more targets grappled with its tentacles, the dreadnaught’s speed is not halved.
Джерело: <https://dmdave.com/mindflayer-spelljamming-ships/>
Название: Дредноут Построен: Живодерами разума Преимущественно используется: Живодерами разума Стоимость: 90,000gp Тоннаж: 90 тонн Очки корпуса (HP): 90 Экипаж: 20/90 (обычно 25 живодеров разума) Класс маневренности (MC): E Посадка – на землю: Нет Посадка – на воду: Да Показатель бронезащиты (AR): 4 Спас-броски: Толстое дерево Тип движителя: Совокупное кормило Скорость (SR): 5 Стандартное вооружение: 2 Тяжелых катапульты (2 – Н) Расчет: 5 у каждой 4 Средних баллисты (1 – ЛБ, 1 – К-ЛБ, 1 – ПБ, 1 – К-ПБ) Расчет: 2 у каждой 1 Тяжелый джеттисон (К) Расчет: 4 Колющий таран (Н) Грузовая вместимость: 45 тонн Длина киля (KL): 175 футов Ширина бимса (BW): 95 футов Описание: Новейший и крупнейший корабль в иллитидском флоте, дредноут представляет собой максимум того, что можно выжать из совокупного кормила для кораблей свыше 50 тонн, но все же ниже очевидного 100 тонного предела. Дредноут выглядит как положенная на бок раковина гигантской улитки, покоящаяся на двух корпусах. Корпуса аналогичны передним половинам стандартного наутилоида, рабочей лошадки иллитидского флота. Один из этих корпусов командирский, там находятся офицерские каюты, второй корпус – боевой, он используется для тарана. На обоих корпусах установлены катапульты для боевых действий. Один живодер разума смертельно опасен, но 25, максимальное количество, встречающееся на дредноуте, - это готовое обрушиться бедствие. К счастью, эти корабли все еще относительно редки.
Dreadnaught Gargantuan vehicle (400 ft. by 50 ft.)
Creature Capacity 85 crew, 40 passengers
Cargo Capacity 85 tons
Travel Pace 4 miles per hour (96 miles per day)
Abilities Str 24 (+7), Dex 6 (-2), Con 20 (+5), 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 ship can take 5 actions, choosing from the options below. It can take only 3 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew.
Fire Ballista. The ship can fire its ballista (DMG, ch. 8).
Fire Mangonel. The ship can fire its mangonels (DMG, ch. 8).
Fire Cannons. The ship can fire its cannons (DMG, ch. 8).
Fire Psychic Cannon (Costs 3 Actions). The ship can fire its psychic cannon.
Tentacles. The ship can use its tentacles.
Move (Costs 2 Actions). The ship can use its helm to move with its sails.
Hull Armor Class 17
Hit Points 1,000 (damage threshold 25)
Control: Spelljammer Helm Armor Class 16
Hit Points 100
Move up to the speed of the ship’s magical propulsion, with one 90-degree turn. If the helm is destroyed, the ship can’t move. The helm can be attacked only if the hull has taken 500 or more damage. If the helm is destroyed, the dreadnaught can’t move.
Movement: Magical Propulsion Unit Armor Class 12
Hit Points 100; -5 speed per 25 damage taken
Speed (magical) flying speed 35 ft.
Weapon: Ballista Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannons (6) Armor Class 19
Hit Points 75
Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Mangonels (4) Armor Class 15
Hit Points 100
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Weapon: Psychic Cannon Armor Class 15
Hit Points 100
Magical Attack: The psychic cannon emits a wave of psychic energy in a 240-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: Tentacles Armor Class 17
Hit Points 200 (damage threshold 15)
Melee Weapon Attack: +8 to hit, reach 100 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The dreadnaught has four tentacles, each of which can grapple one Large or smaller target. Alternatively, all four tentacles can work together to grapple a single Huge or larger target. While it has one or more targets grappled with its tentacles, the dreadnaught’s speed is not halved.
Dreadnaught Gargantuan vehicle (400 ft. by 50 ft.)
Creature Capacity 85 crew, 40 passengers Cargo Capacity 85 tons Travel Pace 4 miles per hour (96 miles per day)
Abilities Str 24 (+7), Dex 6 (-2), Con 20 (+5), 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 ship can take 5 actions, choosing from the options below. It can take only 3 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew. Fire Ballista. The ship can fire its ballista (DMG, ch. 8). Fire Mangonel. The ship can fire its mangonels (DMG, ch. 8). Fire Cannons. The ship can fire its cannons (DMG, ch. 8). Fire Psychic Cannon (Costs 3 Actions). The ship can fire its psychic cannon. Tentacles. The ship can use its tentacles. Move (Costs 2 Actions). The ship can use its helm to move with its sails.
Hull Armor Class 17 Hit Points 1,000 (damage threshold 25)
Control: Spelljammer Helm Armor Class 16 Hit Points 100 Move up to the speed of the ship’s magical propulsion, with one 90-degree turn. If the helm is destroyed, the ship can’t move. The helm can be attacked only if the hull has taken 500 or more damage. If the helm is destroyed, the dreadnaught can’t move.
Movement: Magical Propulsion Unit Armor Class 12 Hit Points 100; -5 speed per 25 damage taken Speed (magical) flying speed 35 ft.
Weapon: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannons (6) Armor Class 19 Hit Points 75 Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Mangonels (4) Armor Class 15 Hit Points 100 Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Weapon: Psychic Cannon Armor Class 15 Hit Points 100 Magical Attack: The psychic cannon emits a wave of psychic energy in a 240-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: Tentacles Armor Class 17 Hit Points 200 (damage threshold 15) Melee Weapon Attack: +8 to hit, reach 100 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The dreadnaught has four tentacles, each of which can grapple one Large or smaller target. Alternatively, all four tentacles can work together to grapple a single Huge or larger target. While it has one or more targets grappled with its tentacles, the dreadnaught’s speed is not halved.
Джерело: <https://dmdave.com/mindflayer-spelljamming-ships/>
Название: Дредноут Построен: Живодерами разума Преимущественно используется: Живодерами разума Стоимость: 90,000gp Тоннаж: 90 тонн Очки корпуса (HP): 90 Экипаж: 20/90 (обычно 25 живодеров разума) Класс маневренности (MC): E Посадка – на землю: Нет Посадка – на воду: Да Показатель бронезащиты (AR): 4 Спас-броски: Толстое дерево Тип движителя: Совокупное кормило Скорость (SR): 5 Стандартное вооружение: 2 Тяжелых катапульты (2 – Н) Расчет: 5 у каждой 4 Средних баллисты (1 – ЛБ, 1 – К-ЛБ, 1 – ПБ, 1 – К-ПБ) Расчет: 2 у каждой 1 Тяжелый джеттисон (К) Расчет: 4 Колющий таран (Н) Грузовая вместимость: 45 тонн Длина киля (KL): 175 футов Ширина бимса (BW): 95 футов Описание: Новейший и крупнейший корабль в иллитидском флоте, дредноут представляет собой максимум того, что можно выжать из совокупного кормила для кораблей свыше 50 тонн, но все же ниже очевидного 100 тонного предела. Дредноут выглядит как положенная на бок раковина гигантской улитки, покоящаяся на двух корпусах. Корпуса аналогичны передним половинам стандартного наутилоида, рабочей лошадки иллитидского флота. Один из этих корпусов командирский, там находятся офицерские каюты, второй корпус – боевой, он используется для тарана. На обоих корпусах установлены катапульты для боевых действий. Один живодер разума смертельно опасен, но 25, максимальное количество, встречающееся на дредноуте, - это готовое обрушиться бедствие. К счастью, эти корабли все еще относительно редки.
Dreadnaught Gargantuan vehicle (400 ft. by 50 ft.)
Creature Capacity 85 crew, 40 passengers
Cargo Capacity 85 tons
Travel Pace 4 miles per hour (96 miles per day)
Abilities Str 24 (+7), Dex 6 (-2), Con 20 (+5), 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 ship can take 5 actions, choosing from the options below. It can take only 3 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew.
Fire Ballista. The ship can fire its ballista (DMG, ch. 8).
Fire Mangonel. The ship can fire its mangonels (DMG, ch. 8).
Fire Cannons. The ship can fire its cannons (DMG, ch. 8).
Fire Psychic Cannon (Costs 3 Actions). The ship can fire its psychic cannon.
Tentacles. The ship can use its tentacles.
Move (Costs 2 Actions). The ship can use its helm to move with its sails.
Hull Armor Class 17
Hit Points 1,000 (damage threshold 25)
Control: Spelljammer Helm Armor Class 16
Hit Points 100
Move up to the speed of the ship’s magical propulsion, with one 90-degree turn. If the helm is destroyed, the ship can’t move. The helm can be attacked only if the hull has taken 500 or more damage. If the helm is destroyed, the dreadnaught can’t move.
Movement: Magical Propulsion Unit Armor Class 12
Hit Points 100; -5 speed per 25 damage taken
Speed (magical) flying speed 35 ft.
Weapon: Ballista Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannons (6) Armor Class 19
Hit Points 75
Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Mangonels (4) Armor Class 15
Hit Points 100
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Weapon: Psychic Cannon Armor Class 15
Hit Points 100
Magical Attack: The psychic cannon emits a wave of psychic energy in a 240-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: Tentacles Armor Class 17
Hit Points 200 (damage threshold 15)
Melee Weapon Attack: +8 to hit, reach 100 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The dreadnaught has four tentacles, each of which can grapple one Large or smaller target. Alternatively, all four tentacles can work together to grapple a single Huge or larger target. While it has one or more targets grappled with its tentacles, the dreadnaught’s speed is not halved.
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