Text | Among the oldest types of spelljamming vessels, squid ships are popular with privateers and are often used as patrol ships. Standard weapons on a squid ship include a forward-mounted mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship's keel length.
Squid ships can float and sail on water, and they can land on the ground.
Size: Large Vehicle (250 ft. by 25 ft.)
Armor Class: 15
Hit Points: 300
Damage Threshold: 15
Speed: flying speed 30 ft. (3 1/2 mph)
Cost: 25000 gp
Keel/Beam: 250 ft. / 25 ft.
Crew: 13
Cargo: 20 tons
2 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.
Piercing Ram
Hit Points --
Cost -- gp (included in ship cost)
The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see "Crashing" in chapter 2 of Astral Adventurer's Guide).
Piercing Ram:
Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing damage.
The squid ship takes half as much damage and comes to a dead stop.
Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the squid ship's path, and the squid ship can continue moving if it has any movement left.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 48 |