Text | Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the ground and move across a solid surface at a walking speed of 30 feet. The ship can't float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ship's two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.
Size: Large Vehicle (75 ft. by 25 ft.)
Armor Class: 19 (metal)
Hit Points: 250
Damage Threshold: 15
Speed: walking speed 30 ft. (3 1/2 mph); flying speed 30 ft. (3 1/2 mph)
Cost: 25000 gp
Keel/Beam: 75 ft. / 25 ft.
Crew: 12
Cargo: 12 tons
Ballista
Armor Class 15
Hit Points 50
Cost 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load the 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.
2 Claw (1 Crew Each)
Hit Points --
Cost -- gp (included in ship cost)
It takes 1 action to make a Claw attack.
Claw:
Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 11 (2d10) bludgeoning damage.
If the target is a Huge or smaller creature, it is also grappled (escape DC 13). Until this grapple ends, the creature takes 11 (2d10) bludgeoning damage at the start of each of its turns.
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.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 42 |