NameNautiloid (Vehicle)
TypeG
Value50000.0
Rarityvehicle (space)
TextBuilt and used by mind flayers, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground. As an action, a creature attuned to a nautiloid's spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a d6. On a 50-6, the property recharges after 1 minute; otherwise, it can't be used again for 24 hours. Size: Large Vehicle (180 ft. by 30 ft.) Armor Class: 15 (wood) Hit Points: 400 Damage Threshold: 15 Speed: flying speed 40 ft. (4 1/2 mph) Cost: 50000 gp Keel/Beam: 180 ft. / 30 ft. Crew: 20 Cargo: 17 tons 4 Ballista (3 Crew Each) Armor Class 15 Hit Points 50 each 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. Mangonel Armor Class 15 Hit Points 100 Cost 100 gp (mangonel), -- gp (stone) It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it. Mangonel Stone: 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. Tentacles Hit Points -- Cost -- gp (included in ship cost) As an action, the ship's spelljammer can make one of the following attacks with the ship's tentacles. Grappling Tentacles: Melee Weapon Attack: +8 to hit, reach 30 ft., one Huge or Gargantuan target. Hit: 22 (4d10) bludgeoning damage, and the nautiloid's speed becomes 0 until its spelljammer uses an action to release the target. If the target is a creature, it is grappled (escape DC 16). If the target is another ship, the target's speed becomes 0 until the nautiloid releases it, or until the target or the nautiloid drops to 0 hit points. Teleport: Melee Spell Attack: +8 to hit, reach 30 ft., one creature. Hit: The target must succeed on a DC 15 Constitution saving throw or be teleported to an unoccupied space aboard the nautiloid that the nautiloid's spelljammer can see. Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 38