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Classic Spelljammer Ships

Ships from the original Spelljammer, adapted to 5e

Version 1.0
September 2022

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Lucas Romo and published under the Community Content Agreement
for Dungeon Masters Guild.
Made with Homebrewery
Spelljammer Ships
Spelljammer 5e is here! For many years now, I've been
among a large number of individuals who worked to adapt
our beloved setting to the current edition of D&D.
I've had varying levels of success trying to adapt
spelljamming ships to the 5e vehicle statblock format, but
with the actual spelljamming ships to compare to and reverse
engineer from, I was able to create this document! It has
Most of the spelljamming ships from the classic version of
Spelljammer, but I still plan to make improvements to this
document, which brings me to...

Feedback Appreciated
While I reverse engineered the stats of the new ships, not all
of them were 100% perfect. I wanted to get this out there for
people to use and have a reference that they can use to
expand the variety of ships in their game, and in my haste
some details may have slipped my notice
If you think that something could be more accurate to the
old version of a ship or be improved in some way, I would
love to hear your thoughts on it! Please send an email with all
of your findings to [email protected]!

Formatting
I tried to not have ships be on more than one column or page,
but if all the empty space is enough to be bothersome to you,
I can try to format it differently in later versions.

Ship Descriptions
There are (currently, at least) no descriptions to accompany
the ship stats. You can use this document with classic
Spelljammer books to run these ships, such as the War
Captain's Companion box set, available at DM's Guild. If there
is enough interest, I can work to give short descriptions to
each of these many, many ships.

Jettisons
You may notice that in both the Astral Adventurer's Guide
and this document, none of the ships have jettisons. These
weapons, which launch small objects at high speed as anti-
troop weapons, are difficult to write simple rules for and are
simpler to leave out. If there is enough interest, I can create
rules for them and make a "Jettison version", but for now it's
easier to just leave them out.

Unique Ships
There are several unique ships in Spelljammer that, while I
absolutely will add them in a future update, are going to take
a little bit extra tweaking and writing for to get them to a
good state for use. Please be patient.

2
Angelship Ship Summary Antlership Ship Summary
Armor Class: 15 (wood) Cargo: 20 tons Armor Class: 15 (bone) Cargo: 40 tons
Hit Points: 400 Crew: 13 Hit Points: 400 Crew: 12
Damage Threshold: 15 Keel/Beam: 130 ft./135 ft. Damage Threshold: 15 Keel/Beam: 45 ft./250 ft.
Speed: fly 40 ft. (4.5 mph) Cost: 60,000 gp Speed: fly 40 ft. (4 ½ mph) Cost: 70,000 gp

Landing: land Landing: not able to land



Weapons:
Weapons:

2 Ballistae (Crew: 3 each) 2 Blunt Rams


Armor Class: 15
Armor Class: —

Hit Points: 50
Hit Points: —

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: — (included in ship cost)

It takes 1 action to load a ballista, 1 action to aim it, and 1 The ship's spelljammer can make the following attack when
action to fire it. the ship runs into another object or into a Gargantuan
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., creature (see "Crashing" in chapter 2 of Astral Adventurer's
one target. Hit: 16 (3d10) piercing damage.
Guide).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.
Blunt Ram one object or Gargantuan creature. Hit: 88 (16d10)
Armor Class: —
bludgeoning damage. The Argosy takes half as much damage
Hit Points: —
and comes to a dead stop. Miss: The attack deals no damage,
Cost: — (included in ship cost)
the target moves into the nearest unoccupied space that isn't

in the Argosy's path, and the Argosy can continue moving if it


The ship's spelljammer can make the following attack when has any movement left.

the ship runs into another object or into a Gargantuan


creature (see "Crashing" in chapter 2 of Astral Adventurer's 2 Mangonels (Crew: 5 each)
Guide). Armor Class: 15

Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft. Hit Points: 100

one object or Gargantuan creature. Hit: 88 (16d10) Cost: 100 gp (mangonel), — (stone)

bludgeoning damage. The Antlership takes half as much

damage and comes to a dead stop. Miss: The attack deals no It takes 2 actions to load a mangonel, 2 actions to aim it, and
damage, the target moves into the nearest unoccupied space 1 action to fire it.
that isn't in the Antlership's path, and the Antlership can Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
continue moving if it has any movement left.
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

1 Mangonel (Crew: 5)
Armor Class: 15
Argosy Ship Summary
Hit Points: 100

Cost: 100 gp (mangonel), — (stone)


Armor Class: 17 (stone) Cargo: 100 tons

Hit Points: 400 Crew: 14


It takes 2 actions to load the mangonel, 2 actions to aim it,
and 1 action to fire it. Damage Threshold: 20 Keel/Beam: 175 ft./175 ft.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Speed: fly 25 ft. (3 mph) Cost: 200,000 gp
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.
Landing: land

Weapons:

4 Ballistae (Crew: 3 each)


Armor Class: 15

Hit Points: 50

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.

3
Armada Ship Summary Armada, Monarch Class Ship
Armor Class: 13 (ceramic) Cargo: 50 tons
Summary
Hit Points: 400 Crew: 59 Armor Class: 13 (ceramic) Cargo: 50 tons
Damage Threshold: 15 Keel/Beam: 300 ft./30 ft. Hit Points: 450 Crew: 30
Speed: fly 25 ft. (3 mph) Cost: 80,000 gp Damage Threshold: 15 Keel/Beam: 300 ft./50 ft.
Speed: fly 25 ft. (3 mph) Cost: 100,000 gp
Landing: not able to land

Landing: not able to land
Weapons:

Weapons:

6 Ballistae (Crew: 3 each)


Armor Class: 15
4 Ballistae (Crew: 3 each)
Hit Points: 50
Armor Class: 15

Cost: 50 gp (ballista), 5 gp (bolt)


Hit Points: 50


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. It takes 1 action to load a ballista, 1 action to aim it, and 1
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., action to fire it.
one target. Hit: 16 (3d10) piercing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

3 Bombards (Crew: 3 each)


Armor Class: 19

Hit Points: 75

Cost: 150 gp (bombard), 10 gp (cannon ball)

It takes one action to load a weapon, one action to aim it, and
one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

6 Mangonels (Crew: 5 each)


Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

4
Barge of Ptah (Battle Barge) Ship Battlewagon Ship Summary
Summary Armor Class: 19 (metal) Cargo: 20 tons
Armor Class: 15 (wood) Cargo: 40 tons Hit Points: 300 Crew: 75
Hit Points: 400 Crew: 40 Damage Threshold: 20 Keel/Beam: 150 ft./50 ft.
Damage Threshold: 15 Keel/Beam: 145 ft./60 ft. Speed: fly 40 ft. (4 ½ mph) Cost: 50,000 gp
Speed: fly 35 ft. (4 mph) Cost: 60,000 gp
Landing: not able to land
Landing: water


Weapons:

Weapons:

6 Ballistae (Crew: 3 each)


6 Ballistae (Crew: 3 each) Armor Class: 15

Armor Class: 15
Hit Points: 50

Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)

Cost: 50 gp (ballista), 5 gp (bolt)


It takes 1 action to load a ballista, 1 action to aim it, and 1


It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

one target. Hit: 16 (3d10) piercing damage.

4 Bombards (Crew: 3 each)


Blunt Ram Armor Class: 19

Armor Class: —
Hit Points: 75

Hit Points: —
Cost: 150 gp (bombard), 10 gp (cannon ball)

Cost: — (included in ship cost)


It takes one action to load a weapon, one action to aim it, and
The ship's spelljammer can make the following attack when one action to fire it.
the ship runs into another object or into a Gargantuan Cannon Ball. Ranged Weapon Attack: +6 to hit, range
creature (see "Crashing" in chapter 2 of Astral Adventurer's 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Guide).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft. Fire Projector
one object or Gargantuan creature. Hit: 88 (16d10) Armor Class: 15

bludgeoning damage. The Battlewagon takes half as much Hit Points: 100

damage and comes to a dead stop. Miss: The attack deals no Cost: 100 gp (fire projector), 10 (liquid fuel)

damage, the target moves into the nearest unoccupied space

that isn't in the Battlewagon's path, and the Battlewagon can It takes one action to load the fire projector, one action to aim
continue moving if it has any movement left.
it, and one action to fire it.
Fire Projector. Fire shoots out of the weapon's nozzle in a
4 Mangonels (Crew: 5 each) 60-foot line that is 5 feet wide. Each creature in the line must
Armor Class: 15
make a DC 15 Dexterity saving throw, taking 18 (4d8) fire
Hit Points: 100
damage on a failed save, or half as much damage on a
Cost: 100 gp (mangonel), — (stone)
successful one. The fire ignites any flammable objects in the

area that aren't being carried or worn.

It takes 2 actions to load a mangonel, 2 actions to aim it, and


1 action to fire it. 8 Mangonels (Crew: 5 each)
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Armor Class: 15

200/800 ft. (can't hit targets within 60 feet of it), one target. Hit Points: 100

Hit: 27 (5d10) bludgeoning damage.


Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

5
Blade/Arrow Ship Summary Bloatfly Ship Summary
Armor Class: 19 (metal) Cargo: 0.5 tons Armor Class: 19 (metal) Cargo: 6 tons
Hit Points: 150 Crew: 5 Hit Points: 300 Crew: 110
Damage Threshold: 15 Keel/Beam: 20 ft./20 ft. Damage Threshold: 15 Keel/Beam: 155 ft./55 ft.
Speed: fly 70 ft. (8 mph) Cost: 5,000 gp Speed: fly 30 ft. (3 ½ mph) Cost: 50,000 gp

Landing: not able to land Landing: not able to land



Weapons:
Weapons:

Fire Projector 36 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 100


Hit Points: 50

Cost: 100 gp (fire projector), 10 (liquid fuel)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes one action to load the fire projector, one action to aim It takes 1 action to load a ballista, 1 action to aim it, and 1
it, and one action to fire it. action to fire it.
Fire Projector. Fire shoots out of the weapon's nozzle in a Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
60-foot line that is 5 feet wide. Each creature in the line must one target. Hit: 16 (3d10) piercing damage.

make a DC 15 Dexterity saving throw, taking 18 (4d8) fire


damage on a failed save, or half as much damage on a
successful one. The fire ignites any flammable objects in the
area that aren't being carried or worn.

Piercing Ram
Armor Class: —

Hit Points: —

Cost: — (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" earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Blade/Arrow 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 Blade/Arrow's path, and the Blade/Arrow can continue
moving if it has any movement left.

6
Bolaship Ship Summary Caravel Ship Summary
Armor Class: 15 (wood) Cargo: 12 tons Armor Class: 15 (wood) Cargo: 5 tons
Hit Points: 250 Crew: 20 Hit Points: 250 Crew: 5
Damage Threshold: 15 Keel/Beam: 120 ft./15 ft. Damage Threshold: 15 Keel/Beam: 70 ft./20 ft.
Speed: fly 30 ft. (3 ½ mph) Cost: 35,000 gp Speed: fly 50 ft. (5 ½ mph) Cost: 10,000 gp

Landing: land and water Landing: water


The Bolaship's source of propulsion is the whiplike device

at the front of the ship, the bolawhip. On each of its turns, the Weapons:

bolaship can increase or decrease its fly speed by 5 feet, to a


maximum of 30 feet. If an attack is made with the bolawhip, Ballista (Crew: 3)
the ship's fly speed drops to 5 feet. For each whip that is Armor Class: 15

broken, the ship's maximum fly speed is reduced by 5 feet, Hit Points: 50

and it looses all ability to increase or decrease its speed. Cost: 50 gp (ballista), 5 gp (bolt)

Weapons:
It takes 1 action to load the ballista, 1 action to aim it, and 1
action to fire it.
2 Ballistae (Crew: 3 each) Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Armor Class: 15
one target. Hit: 16 (3d10) piercing damage.

Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


It takes 1 action to load a ballista, 1 action to aim it, and 1 Cargo Barge Ship Summary
action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Armor Class: 15 (wood) Cargo: 20 tons
one target. Hit: 16 (3d10) piercing damage.
Hit Points: 200 Crew: 0
6 Bolawhips (Total crew: 12) Damage Threshold: 15 Keel/Beam: 40 ft./20 ft.
Armor Class: —
Speed: fly 25 ft. (3 mph) Cost: 10,000 gp
Hit Points: —

Cost: — (included in ship cost)


Landing: water

It takes 12 gnomes to power the bolawhip, which also serves Weapons: None
as the ship's means of propulsion. When an object or creature

is within range of the bolawhip, the bolaship makes a number

of bolawhip attacks equal to the number of remaining


bolawhips Catamaran Ship Summary
Bolawhip. Melee Weapon Attack: +8 to hit, range 20 ft.,
one target. Hit: 5 (1d10) bludgeoning damage. Miss: If the Armor Class: 15 (wood) Cargo: 0 tons
attack roll is a 1 on the die, the bolawhip making the attack
breaks. Hit Points: 150 Crew: 2
Damage Threshold: 15 Keel/Beam: 25 ft./10 ft.
Speed: fly 50 ft. (5 ½ mph) Cost: 7,500 gp

Landing: land and water


Weapons: None

7
Citadel Ship Summary Coaster (Balista) Ship Summary
Armor Class: 17 (stone) Cargo: 150 tons Armor Class: 15 (wood) Cargo: 5 tons
Hit Points: 500 Crew: 77 Hit Points: 250 Crew: 5
Damage Threshold: 20 Keel/Beam: 250 ft./200 ft. Damage Threshold: 15 Keel/Beam: 60 ft./20 ft.
Speed: fly 20 ft. (2 ½ mph) Cost: 350,000 gp Speed: fly 50 ft. (5 ½ mph) Cost: 10,000 gp

Landing: not able to land Landing: water



Weapons:
Weapons:

15 Mangonels (Crew: 5 each) Ballista (Crew: 3)


Armor Class: 15
Armor Class: 15

Hit Points: 100


Hit Points: 50

Cost: 100 gp (mangonel), — (stone)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 2 actions to load a mangonel, 2 actions to aim it, and It takes 1 action to load the ballista, 1 action to aim it, and 1
1 action to fire it. action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
200/800 ft. (can't hit targets within 60 feet of it), one target. one target. Hit: 16 (3d10) piercing damage.

Hit: 27 (5d10) bludgeoning damage.


Clipper Ship Summary


Coaster (Mangonel) Ship
Armor Class: 19 (metal) Cargo: 20 tons
Summary
Hit Points: 300 Crew: 80
Damage Threshold: 15 Keel/Beam: 260 ft./40 ft. Armor Class: 15 (wood) Cargo: 5 tons

Speed: fly 20 ft. (2 ½ mph) Cost: 100,000 gp Hit Points: 250 Crew: 12
Damage Threshold: 15 Keel/Beam: 60 ft./20 ft.
Landing: water Speed: fly 50 ft. (5 ½ mph) Cost: 10,000 gp

Weapons:
Landing: water

26 Bombards (Crew: 3 each) Weapons:

Armor Class: 19

Hit Points: 75
1 Mangonel (Crew: 5)
Cost: 150 gp (bombard), 10 gp (cannon ball)
Armor Class: 15


Hit Points: 100

It takes one action to load a weapon, one action to aim it, and Cost: 100 gp (mangonel), — (stone)

one action to fire it.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range It takes 2 actions to load the mangonel, 2 actions to aim it,
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

Cog Ship Summary


Armor Class: 15 (wood) Cargo: 10 tons
Hit Points: 250 Crew: 7
Damage Threshold: 15 Keel/Beam: 90 ft./20 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp

Landing: water

Weapons: None

8
Corbina Ship Summary Cuttle Command Ship Summary
Armor Class: 15 (wood) Cargo: 3 tons Armor Class: 15 (wood) Cargo: 50 tons
Hit Points: 250 Crew: 8 Hit Points: 400 Crew: 24
Damage Threshold: 15 Keel/Beam: 60 ft./50 ft. Damage Threshold: 15 Keel/Beam: 120 ft./55 ft.
Speed: fly 50 ft. (5 ½ mph) Cost: 20,000 gp Speed: fly 40 ft. (4 ½ mph) Cost: 80,000 gp

Landing: land Landing: land



Weapons:
Weapons:

2 Ballistae (Crew: 3 each) 4 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

Crystal Ship Ship Summary 2 Mangonels (Crew: 5 each)


Armor Class: 15

Armor Class: 19 (crystal) Cargo: 150 tons Hit Points: 100

Hit Points: 400 Crew: 23


Cost: 100 gp (mangonel), — (stone)

Damage Threshold: 15 Keel/Beam: 200 ft./170 ft. It takes 2 actions to load a mangonel, 2 actions to aim it, and
Speed: fly 25 ft. (3 mph) Cost: 250,000 gp 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Landing: land and water 200/800 ft. (can't hit targets within 60 feet of it), one target.

Hit: 27 (5d10) bludgeoning damage.

Weapons:

7 Ballistae (Crew: 3 each)


Armor Class: 15

Hit Points: 50

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.

9
Damselfly Ship Summary
Armor Class: 19 (metal) Cargo: 5 tons
Hit Points: 200 Crew: 10
Damage Threshold: 15 Keel/Beam: 100 ft./20 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp

Landing: land

Weapons:

Ballista (Crew: 3)
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.

1 Mangonel (Crew: 5)
Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

10
Deathglory Ship Summary 2 Water Guns (Crew: 3 each)
Armor Class: 15

Armor Class: 19 (metal) Cargo: 40 tons Hit Points: 50

Hit Points: 300 Crew: 29


Cost: 100 gp (water gun), — (water)

Damage Threshold: 15 Keel/Beam: 80 ft./55 ft. It takes 1 action to load a water gun, 1 action to aim it, and 1
Speed: fly 40 ft. (4 ½ mph) Cost: 70,000 gp action to fire it. The water gun can make 3 attacks without
needing to be reloaded. When reloaded it can be loaded with
Landing: not able to land clean, drinkable water, allowing it to make 3 Water Blast

attacks, or bilge water, allowing it to make 3 Bilge Blast
Weapons:
attacks, before needing to be loaded again.
Water Blast. The water gun shoots water in a 400-foot line
2 Ballistae (Crew: 3 each) that is 5 feet wide. Each creature in that line must make a DC
Armor Class: 15
15 Dexterity saving throw, taking 1 (1d4 =2) bludgeoning
Hit Points: 50
damage and become knocked prone on a failed save, or no
Cost: 50 gp (ballista), 5 gp (bolt)
damage on a successful one.

Bilge Blast. The water gun shoots bilge water in a 400-foot


It takes 1 action to load a ballista, 1 action to aim it, and 1 line that is 5 feet wide. Each creature in that line must make
action to fire it. a DC 15 Dexterity saving throw, taking 1 (1d4 =2)
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., bludgeoning damage and become knocked prone on a failed
one target. Hit: 16 (3d10) piercing damage.
save, or no damage on a successful one. If a creature fails the
saving throw, they must succeed on a DC 16 Constitution
2 Mangonels (Crew: 5 each) saving throw or become sickened for 2d6 rounds.

Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

2 Tangle Line Guns (Crew: 4 each)


Armor Class: 15

Hit Points: 50

Cost: 100 gp (tangle line gun), 25 gp (Tangle line)

It takes 2 actions to load a tangle line gun, 1 action to aim it,


and 1 action to fire it.
Tangle Line. Ranged Weapon Attack: +6 to hit, range
100/400 ft., one target. Hit: The target is grappled, if the
target is a Huge or smaller creature, it is pulled along with
the ship and can be carefully pulled back in, if the target is a
ship or a Gargantuan creature, the speed of the deathglory
and the target become 0 until the grapple ends. Miss: On a
die roll of 1, the tangle line gun jams and explodes. All
creatures within a 20 ft. radius must make a DC 15 dexterity
saving throw or become grappled by the tangle line.
Touching the tangle line, including any attempts to remove
it or move across it, cause the creature or object to become
stuck or grappled to the line. It is possible for a creature or
object grappled by the tangle line to be removed by using an
action to make a DC 15 Strength check. The line has an AC
of 11 and 2 HP, but on a missed attack, the weapon becomes
stuck to the tangle line.

11
Deathspider Ship Summary Armor Class: 15 (wood) Cargo: 40 tons
Hit Points: 400 Crew: 12
Armor Class: 19 (metal) Cargo: 50 tons
Damage Threshold: 15 Keel/Beam: 250 ft./30 ft.
Hit Points: 300 Crew: 20
Speed: fly 25 ft. (3 mph) Cost: 50,000 gp
Damage Threshold: 15 Keel/Beam: 175 ft./50 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 70,000 gp Landing: water

Landing: not able to land Weapons:

Weapons:
2 Mangonels (Crew: 5 each)
Armor Class: 15

4 Ballistae (Crew: 3 each) Hit Points: 100

Armor Class: 15
Cost: 100 gp (mangonel), — (stone)

Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


It takes 2 actions to load a mangonel, 2 actions to aim it, and

1 action to fire it.
It takes 1 action to load a ballista, 1 action to aim it, and 1 Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
action to fire it. 200/800 ft. (can't hit targets within 60 feet of it), one target.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Hit: 27 (5d10) bludgeoning damage.

one target. Hit: 16 (3d10) piercing damage.

Doombat Ship Summary


Grappling Arms (Crew: 1)
Armor Class: —
Hit Points: —
Cost: — (included in ship cost) Armor Class: 13 (ceramic) Cargo: 3 tons
It takes 1 action to make a Grappling Arms attack. Hit Points: 250 Crew: 8
Grappling Arms. Melee Weapon Attack: +6 to hit, reach 10
ft., one ship or Gargantuan creature. *Hit: 22 (4d10) piercing Damage Threshold: 15 Keel/Beam: 70 ft./50 ft.
damage, and the speed of the deathspider and the target Speed: fly 70 ft. (8 mph) Cost: 25,000 gp
become 0 until the grapple ends. As an action, a creature can
use the grappling arm's controls to release the target. Landing: land
Otherwise, the effect ends when the target or the deathspider

drops to 0 hit points. Weapons:

1 Mangonel (Crew: 5) Ballista (Crew: 3)


Armor Class: 15
Armor Class: 15

Hit Points: 100


Hit Points: 50

Cost: 100 gp (mangonel), — (stone)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 2 actions to load the mangonel, 2 actions to aim it, It takes 1 action to load the ballista, 1 action to aim it, and 1
and 1 action to fire it. action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
200/800 ft. (can't hit targets within 60 feet of it), one target. one target. Hit: 16 (3d10) piercing damage.

Hit: 27 (5d10) bludgeoning damage.


Fire Projector

Armor Class: 15

Hit Points: 100

Dolphin-Shuttle Ship Summary Cost: 100 gp (fire projector), 10 (liquid fuel)

Armor Class: 15 (wood) Cargo: 15 tons It takes one action to load the fire projector, one action to aim
Hit Points: 200 Crew: 4 it, and one action to fire it.
Damage Threshold: 15 Keel/Beam: 40 ft./15 ft.
Fire Projector. Fire shoots out of the weapon's nozzle in a
60-foot line that is 5 feet wide. Each creature in the line must
Speed: fly 70 ft. (8 mph) Cost: 5,000 gp make a DC 15 Dexterity saving throw, taking 18 (4d8) fire
damage on a failed save, or half as much damage on a
Landing: water successful one. The fire ignites any flammable objects in the

area that aren't being carried or worn.

Weapons: None
Dolphin (Battle Dolphin) Ship
Summary

12
Dragonfly (Ballista) Ship Dragonfly (Mangonel) Ship
Summary Summary
Armor Class: 15 (wood) Cargo: 5 tons Armor Class: 15 (wood) Cargo: 5 tons
Hit Points: 250 Crew: 5 Hit Points: 250 Crew: 7
Damage Threshold: 15 Keel/Beam: 100 ft./20 ft. Damage Threshold: 15 Keel/Beam: 100 ft./20 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Speed: fly 70 ft. (8 mph) Cost: 20,000 gp

Landing: land Landing: land



Weapons:
Weapons:

Ballista (Crew: 3) Ballista (Crew: 3)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 It takes 1 action to load the ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

1 Mangonel (Crew: 5) 1 Mangonel (Crew: 5)


Armor Class: 15
Armor Class: 15

Hit Points: 100


Hit Points: 100

Cost: 100 gp (mangonel), — (stone)


Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it, It takes 2 actions to load the mangonel, 2 actions to aim it,
and 1 action to fire it. and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target. 200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.
Hit: 27 (5d10) bludgeoning damage.

Dragonship Ship Summary


Armor Class: 15 (wood) Cargo: 20 tons
Hit Points: 250 Crew: 8
Damage Threshold: 15 Keel/Beam: 150 ft./22 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp

Landing: water

Weapons:

2 Ballistae (Crew: 3 each)


Armor Class: 15

Hit Points: 50

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.

13
Drakkar (Ballista) Ship Summary Drakkar (Mangonel) Ship
Armor Class: 15 (wood) Cargo: 7 tons
Summary
Hit Points: 250 Crew: 5 Armor Class: 15 (wood) Cargo: 7 tons
Damage Threshold: 15 Keel/Beam: 100 ft./20 ft. Hit Points: 250 Crew: 7
Speed: fly 35 ft. (4 mph) Cost: 20,000 gp Damage Threshold: 15 Keel/Beam: 100 ft./20 ft.
Speed: fly 35 ft. (4 mph) Cost: 20,000 gp
Landing: water

Landing: water
Weapons:

Weapons:

Ballista (Crew: 3)
Armor Class: 15
Ballista (Crew: 3)
Hit Points: 50
Armor Class: 15

Cost: 50 gp (ballista), 5 gp (bolt)


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. It takes 1 action to load the ballista, 1 action to aim it, and 1
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., action to fire it.
one target. Hit: 16 (3d10) piercing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

1 Mangonel (Crew: 5)
Armor Class: 15
1 Mangonel (Crew: 5)
Hit Points: 100
Armor Class: 15

Cost: 100 gp (mangonel), — (stone)


Hit Points: 100


Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it,

and 1 action to fire it. It takes 2 actions to load the mangonel, 2 actions to aim it,
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range and 1 action to fire it.
200/800 ft. (can't hit targets within 60 feet of it), one target. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Hit: 27 (5d10) bludgeoning damage.
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

14
Dreadnought Ship Summary Dromond (Ballista) Ship Summary
Armor Class: 15 (wood) Cargo: 50 tons Armor Class: 15 (wood) Cargo: 8 tons
Hit Points: 450 Crew: 24 Hit Points: 250 Crew: 11
Damage Threshold: 15 Keel/Beam: 175 ft./95 ft. Damage Threshold: 15 Keel/Beam: 175 ft./15 ft.
Speed: fly 25 ft. (3 mph) Cost: 120,000 gp Speed: fly 30 ft. (3 ½ mph) Cost: 20,000 gp

Landing: water Landing: water



Weapons:
Weapons:

4 Ballistae (Crew: 3 each) Ballista (Crew: 3)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 It takes 1 action to load the ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

4 Mangonels (Crew: 5 each) 1 Mangonel (Crew: 5)


Armor Class: 15
Armor Class: 15

Hit Points: 100


Hit Points: 100

Cost: 100 gp (mangonel), — (stone)


Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a mangonel, 2 actions to aim it, and It takes 2 actions to load the mangonel, 2 actions to aim it,
1 action to fire it. and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target. 200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.
Hit: 27 (5d10) bludgeoning damage.

Piercing Ram
Armor Class: —

Hit Points: —

Cost: — (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" earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Dreadnought 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 Dreadnought's path, and the Dreadnought can continue
moving if it has any movement left.

15
Dromond (Mangonel) Ship Eagle Ship Ship Summary
Summary Armor Class: 15 (wood) Cargo: 18 tons
Armor Class: 15 (wood) Cargo: 8 tons Hit Points: 400 Crew: 13
Hit Points: 250 Crew: 17 Damage Threshold: 15 Keel/Beam: 150 ft./50 ft.
Damage Threshold: 15 Keel/Beam: 175 ft./15 ft. Speed: fly 50 ft. (5 ½ mph) Cost: 50,000 gp
Speed: fly 30 ft. (3 ½ mph) Cost: 20,000 gp
Landing: land and water
Landing: water


Weapons:

Weapons:

2 Ballistae (Crew: 3 each)


Ballista (Crew: 3) Armor Class: 15

Armor Class: 15
Hit Points: 50

Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)

Cost: 50 gp (ballista), 5 gp (bolt)



It takes 1 action to load a ballista, 1 action to aim it, and 1
It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.
action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

one target. Hit: 16 (3d10) piercing damage.

1 Mangonel (Crew: 5)
1 Mangonel (Crew: 5) Armor Class: 15

Armor Class: 15
Hit Points: 100

Hit Points: 100


Cost: 100 gp (mangonel), — (stone)

Cost: 100 gp (mangonel), — (stone)



It takes 2 actions to load the mangonel, 2 actions to aim it,
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
and 1 action to fire it. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target.
200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Hit: 27 (5d10) bludgeoning damage.

16
Eel Ship Ship Summary Flying Pyramid Ship Summary
Armor Class: 15 (wood) Cargo: 8 tons Armor Class: 17 (stone) Cargo: 30 tons
Hit Points: 250 Crew: 10 Hit Points: 300 Crew: 32
Damage Threshold: 15 Keel/Beam: 110 ft./15 ft. Damage Threshold: 20 Keel/Beam: 80 ft./80 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Speed: fly 35 ft. (4 mph) Cost: 40,000 gp

Landing: water Landing: not able to land



Weapons:
Weapons:

Ballista (Crew: 3) 10 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

1 Mangonel (Crew: 5) Galleon Ship Summary


Armor Class: 15

Hit Points: 100


Armor Class: 15 (wood) Cargo: 20 tons
Cost: 100 gp (mangonel), — (stone)
Hit Points: 400 Crew: 13

It takes 2 actions to load the mangonel, 2 actions to aim it, Damage Threshold: 15 Keel/Beam: 130 ft./30 ft.
and 1 action to fire it. Speed: fly 35 ft. (4 mph) Cost: 30,000 gp
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target. Landing: water
Hit: 27 (5d10) bludgeoning damage.

Weapons:

Flitter Ship Summary


2 Ballistae (Crew: 3 each)
Armor Class: 13 (ceramic) Cargo: 0 tons Armor Class: 15

Hit Points: 100 Crew: 2 Hit Points: 50

Damage Threshold: 15 Keel/Beam: 20 ft./5 ft.


Cost: 50 gp (ballista), 5 gp (bolt)

Speed: fly 70 ft. (8 mph) Cost: 5,000 gp It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it.
Landing: land and water Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,

one target. Hit: 16 (3d10) piercing damage.

Weapons: None
1 Mangonel (Crew: 5)
Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

17
Galleon, Spacesea Giant Ship Great Bombard Ship Summary
Summary Armor Class: 15 (wood) Cargo: 20 tons
Armor Class: 17 (stone) Cargo: 30 tons Hit Points: 300 Crew: 12
Hit Points: 300 Crew: 13 giants Damage Threshold: 15 Keel/Beam: 140 ft./20 ft.
Damage Threshold: 20 Keel/Beam: 200 ft./50 ft. Speed: fly 35 ft. (4 mph) Cost: 50,000 gp
Speed: fly 40 ft. (4 ½ mph) Cost: 80,000 gp
Landing: water
Landing: water


Weapons:

Weapons:

2 Ballistae (Crew: 3 each)


3 Ballistae (Crew: 2 giants each) Armor Class: 15

Armor Class: 15
Hit Points: 50

Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)

Cost: 50 gp (ballista), 5 gp (bolt)



It takes 1 action to load a ballista, 1 action to aim it, and 1
It takes 1 action to load a ballista and 1 action to aim and fire action to fire it.
it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

one target. Hit: 16 (3d10) piercing damage.

Blunt Ram
Armor Class: —

Hit Points: —

Cost: — (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).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.
one object or Gargantuan creature. Hit: 88 (16d10)
bludgeoning damage. The Great Galley (Ballista) 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 Great Galley (Ballista)'s
path, and the Great Galley (Ballista) can continue moving if it
has any movement left.

Giant Cannon (Crew: 4)


Armor Class: 19
Hit Points: 250

Cost: — (cannon), 1,000 gp (giant cannon ball)

It takes 3 actions to load the enormous cannon and 1 action


to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range
600/2,400 ft., one target. Hit: 88 (16d10) bludgeoning
damage.

18
Great Galley (Ballista) Ship Hammership Ship Summary
Summary Armor Class: 15 (wood) Cargo: 30 tons
Armor Class: 15 (wood) Cargo: 10 tons Hit Points: 400 Crew: 15
Hit Points: 250 Crew: 11 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft.
Damage Threshold: 15 Keel/Beam: 130 ft./20 ft. Speed: fly 35 ft. (4 mph) Cost: 40,000 gp
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp
Landing: water
Landing: water


Weapons:

Weapons:

Ballista (Crew: 3)
3 Ballistae (Crew: 3 each) Armor Class: 15

Armor Class: 15
Hit Points: 50

Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)

Cost: 50 gp (ballista), 5 gp (bolt)


It takes 1 action to load the ballista, 1 action to aim it, and 1


It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

one target. Hit: 16 (3d10) piercing damage.

Blunt Ram
Great Galley (Mangonel) Ship Armor Class: —

Hit Points: —

Summary Cost: — (included in ship cost)

Armor Class: 15 (wood) Cargo: 10 tons The ship's spelljammer can make the following attack when
Hit Points: 250 Crew: 17 the ship runs into another object or into a Gargantuan
Damage Threshold: 15 Keel/Beam: 130 ft./20 ft.
creature (see "Crashing" in chapter 2 of Astral Adventurer's
Guide).
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.
one object or Gargantuan creature. Hit: 88 (16d10)
Landing: water bludgeoning damage. The Hummingbird takes half as much

damage and comes to a dead stop. Miss: The attack deals no
Weapons:
damage, the target moves into the nearest unoccupied space
that isn't in the Hummingbird's path, and the Hummingbird
3 Mangonels (Crew: 5 each) can continue moving if it has any movement left.

Armor Class: 15

Hit Points: 100


1 Mangonel (Crew: 5)
Cost: 100 gp (mangonel), — (stone)
Armor Class: 15

Hit Points: 100

It takes 2 actions to load a mangonel, 2 actions to aim it, and Cost: 100 gp (mangonel), — (stone)

1 action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range It takes 2 actions to load the mangonel, 2 actions to aim it,
200/800 ft. (can't hit targets within 60 feet of it), one target. and 1 action to fire it.
Hit: 27 (5d10) bludgeoning damage.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

19
Hummingbird Ship Summary Hunter-Killer (Vodoni Assassin)
Armor Class: 15 (wood) Cargo: 3 tons
Ship Summary
Hit Points: 250 Crew: 3 Armor Class: 13 (ceramic) Cargo: 30 tons
Damage Threshold: 15 Keel/Beam: 100 ft./20 ft. Hit Points: 400 Crew: 24
Speed: fly 70 ft. (8 mph) Cost: 30,000 gp Damage Threshold: 20 Keel/Beam: 260 ft./40 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 80,000 gp
Landing: land

Landing: land
Weapons:

Weapons:

Piercing Ram
Armor Class: —
2 Ballistae (Crew: 3 each)
Hit Points: —
Armor Class: 15

Cost: — (included in ship cost)


Hit Points: 50


Cost: 50 gp (ballista), 5 gp (bolt)

The ship's spelljammer can make the following attack when

the ship runs into another object or into a Gargantuan It takes 1 action to load a ballista, 1 action to aim it, and 1
creature (see "Crashing" earlier in the chapter). action to fire it.
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing one target. Hit: 16 (3d10) piercing damage.

damage. The Hummingbird takes half as much damage and


comes to a dead stop. Miss: The attack deals no damage, the 2 Bombards (Crew: 3 each)
target moves into the nearest unoccupied space that isn't in Armor Class: 19

the Hummingbird's path, and the Hummingbird can continue Hit Points: 75

moving if it has any movement left.


Cost: 150 gp (bombard), 10 gp (cannon ball)

Magic Missile Cannon (Crew: 1) It takes one action to load a weapon, one action to aim it, and
Armor Class: 20
one action to fire it.
Hit Points 50
Cannon Ball. Ranged Weapon Attack: +6 to hit, range
Cost: — (included in ship cost)
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

It takes one action to activate the magic missile cannon, to 2 Mangonels (Crew: 5 each)
do so the user must expend a spell slot of first level or higher. Armor Class: 15

Magic Missile Cannon. Ranged Spell Attack: Ranged Hit Points: 100

weapon attack: +6 to hit, range 200/800 ft., one huge or Cost: 100 gp (mangonel), — (stone)

larger target. Hit: deals 36 (6d10+3) force damage.

When you expend a spell slot of 2nd level or higher, this It takes 2 actions to load a mangonel, 2 actions to aim it, and
attack deals an additional 2d10+1 damage for each slot level 1 action to fire it.
above 1st. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

20
Iambus Ship Summary Jade Spider Commandship Ship
Armor Class: 15 (wood) Cargo: 18 tons
Summary
Hit Points: 250 Crew: 14 Armor Class: 19 (metal) Cargo: 50 tons
Damage Threshold: 15 Keel/Beam: 180 ft./20 ft. Hit Points: 400 Crew: 9
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp Damage Threshold: 15 Keel/Beam: 250 ft./180 ft.
Speed: fly 20 ft. (2 ½ mph) Cost: 350,000 gp
Landing: water

Landing: land
Weapons:

Weapons:

4 Ballistae (Crew: 3 each)


Armor Class: 15
Adamantine Drill (Crew: 1)
Hit Points: 50
Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to make a Adamantine Drill attack.

Adamantine Drill. Melee Weapon Attack: +6 to hit, reach


It takes 1 action to load a ballista, 1 action to aim it, and 1 10 ft., one ship or Gargantuan creature. Hit: 22 (4d10)
action to fire it. piercing damage, the speed of the jade spider commandship
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., and the target become 0 until the grapple ends, and if the
one target. Hit: 16 (3d10) piercing damage.
target is a ship, the adamantine drill puts a hole in its hull,
allowing entry from the jade spider commandship. As an
Jade Spider Ship Summary action, a creature can use the adamantine drill's controls to
release the target. Otherwise, the effect ends when the target
Armor Class: 19 (metal) Cargo: 10 tons or the jade spider commandship drops to 0 hit points.

Hit Points: 200 Crew: 9


Damage Threshold: 15 Keel/Beam: 40 ft./20 ft.
Grappling Arms (Crew: 1)
Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
Speed: fly 60 ft. (7 mph) Cost: 15,000 gp It takes 1 action to make a Grappling Arms attack.
Grappling Arms. Melee Weapon Attack: +6 to hit, reach 10
Landing: land ft., one ship or Gargantuan creature. *Hit: 22 (4d10) piercing

damage, and the speed of the jade spider commandship and
Weapons:
the target become 0 until the grapple ends. As an action, a
creature can use the grappling arm's controls to release the
Adamantine Drill (Crew: 1) target. Otherwise, the effect ends when the target or the jade
Armor Class: —
Hit Points: —
Cost: — (included in ship cost) spider commandship drops to 0 hit points.
It takes 1 action to make a Adamantine Drill attack. 1 Adamantine Drill
Adamantine Drill. Melee Weapon Attack: +6 to hit, reach
10 ft., one ship or Gargantuan creature. Hit: 22 (4d10)
piercing damage, the speed of the jade spider and the target
become 0 until the grapple ends, and if the target is a ship,
the adamantine drill puts a hole in its hull, allowing entry
from the jade spider. As an action, a creature can use the
adamantine drill's controls to release the target. Otherwise,
the effect ends when the target or the jade spider drops to 0
hit points.

Grappling Arms (Crew: 1)


Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
It takes 1 action to make a Grappling Arms attack.
Grappling Arms. Melee Weapon Attack: +6 to hit, reach 10
ft., one ship or Gargantuan creature. *Hit: 22 (4d10) piercing
damage, and the speed of the jade spider and the target
become 0 until the grapple ends. As an action, a creature can
use the grappling arm's controls to release the target.
Otherwise, the effect ends when the target or the jade spider
drops to 0 hit points.

21
Junk Ship Summary Lamprey Ship (striker) Ship
Armor Class: 15 (wood) Cargo: 14 tons
Summary
Hit Points: 250 Crew: 11 Armor Class: 15 (wood) Cargo: 6 tons
Damage Threshold: 15 Keel/Beam: 75 ft./30 ft. Hit Points: 250 Crew: 12
Speed: fly 60 ft. (7 mph) Cost: 20,000 gp Damage Threshold: 15 Keel/Beam: 115 ft./25 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp
Landing: water

Landing: not able to land
Weapons:

Weapons:

2 Ballistae (Crew: 3 each)


Armor Class: 15
3 Ballistae (Crew: 3 each)
Hit Points: 50
Armor Class: 15

Cost: 50 gp (ballista), 5 gp (bolt)


Hit Points: 50


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. It takes 1 action to load a ballista, 1 action to aim it, and 1
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., action to fire it.
one target. Hit: 16 (3d10) piercing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

Bombard (Crew: 3)
Armor Class: 19
Grappling Jaws (Crew: 1)
Hit Points: 75
Armor Class: —
Hit Points: —
Cost: — (included in ship
Cost: 150 gp (bombard), 10 gp (cannon ball)
cost)
It takes 1 action to make a Grappling Jaws attack.

Grappling Jaws. Melee Weapon Attack: +6 to hit, reach 10
It takes one action to load a weapon, one action to aim it, and ft., one ship or Gargantuan creature. Hit: 22 (4d10) piercing
one action to fire it. damage, and the speed of the lamprey ship and the target
Cannon Ball. Ranged Weapon Attack: +6 to hit, range become 0 until the grapple ends. As an action, a creature can
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
use the grappling jaws' controls to release the target.
Otherwise, the effect ends when the target or the lamprey
Klicklikak Ship Summary ship drops to 0 hit points.
Armor Class: 15 (wood) Cargo: 10 tons
Hit Points: 250 Crew: 5
Damage Threshold: 15 Keel/Beam: 80 ft./30 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp

Landing: land

Weapons:

Ballista (Crew: 3)
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.

22
Lanceship Ship Summary Leaf Ship Ship Summary
Armor Class: 15 (wood) Cargo: 7 tons Armor Class: 13 (ceramic) Cargo: 30 tons
Hit Points: 250 Crew: 5 Hit Points: 400 Crew: 19
Damage Threshold: 15 Keel/Beam: 120 ft./20 ft. Damage Threshold: 15 Keel/Beam: 250 ft./40 ft.
Speed: fly 30 ft. (3 ½ mph) Cost: 20,000 gp Speed: fly 40 ft. (4 ½ mph) Cost: 80,000 gp

Landing: land Landing: water



Weapons:
Weapons:

Ballista (Crew: 3) 4 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

Piercing Ram 1 Mangonel (Crew: 5)


Armor Class: —
Armor Class: 15

Hit Points: —
Hit Points: 100

Cost: — (included in ship cost)


Cost: 100 gp (mangonel), — (stone)

The ship's spelljammer can make the following attack when It takes 2 actions to load the mangonel, 2 actions to aim it,
the ship runs into another object or into a Gargantuan and 1 action to fire it.
creature (see "Crashing" earlier in the chapter). Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., 200/800 ft. (can't hit targets within 60 feet of it), one target.
one object or Gargantuan creature. Hit: 88 (16d10) piercing Hit: 27 (5d10) bludgeoning damage.

damage. The Lanceship takes half as much damage and


comes to a dead stop. Miss: The attack deals no damage, the Piercing Ram
target moves into the nearest unoccupied space that isn't in Armor Class: —

the Lanceship's path, and the Lanceship can continue moving Hit Points: —

if it has any movement left.


Cost: — (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" earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Leaf 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 Leaf Ship's path, and the Leaf Ship can continue moving
if it has any movement left.

23
Leech Ship Summary Locust (Mangonel) Ship Summary
Armor Class: 19 (metal) Cargo: 10 tons Armor Class: 15 (wood) Cargo: 0 tons
Hit Points: 250 Crew: 7 Hit Points: 50 Crew: 7
Damage Threshold: 15 Keel/Beam: 50 ft./30 ft. Damage Threshold: 15 Keel/Beam: 14 ft./4 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Speed: fly 70 ft. (8 mph) Cost: 2,500 gp

Landing: not able to land Landing: land and water



Weapons:
Weapons:

1 Mangonel (Crew: 5) 1 Mangonel (Crew: 5)


Armor Class: 15
Armor Class: 15

Hit Points: 100


Hit Points: 100

Cost: 100 gp (mangonel), — (stone)


Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it, It takes 2 actions to load the mangonel, 2 actions to aim it,
and 1 action to fire it. and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within 60 feet of it), one target. 200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.
Hit: 27 (5d10) bludgeoning damage.

Locust (Ballista) Ship Summary Longship (Ballista) Ship Summary


Armor Class: 15 (wood) Cargo: 0 tons Armor Class: 15 (wood) Cargo: 2 tons
Hit Points: 50 Crew: 5 Hit Points: 250 Crew: 5
Damage Threshold: 15 Keel/Beam: 14 ft./4 ft. Damage Threshold: 15 Keel/Beam: 75 ft./15 ft.
Speed: fly 70 ft. (8 mph) Cost: 2,500 gp Speed: fly 40 ft. (4 ½ mph) Cost: 10,000 gp

Landing: land and water Landing: water



Weapons:
Weapons:

Ballista (Crew: 3) Ballista (Crew: 3)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 It takes 1 action to load the ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

24
Longship (Mangonel) Ship Mammoth Ship Summary
Summary Armor Class: 15 (wood) Cargo: 40 tons
Armor Class: 15 (wood) Cargo: 2 tons Hit Points: 400 Crew: 34
Hit Points: 250 Crew: 7 Damage Threshold: 15 Keel/Beam: 135 ft./45 ft.
Damage Threshold: 15 Keel/Beam: 75 ft./15 ft. Speed: fly 35 ft. (4 mph) Cost: 40,000 gp
Speed: fly 40 ft. (4 ½ mph) Cost: 10,000 gp
Landing: land
Landing: water


Weapons:

Weapons:

4 Ballistae (Crew: 3 each)


1 Mangonel (Crew: 5) Armor Class: 15

Armor Class: 15
Hit Points: 50

Hit Points: 100


Cost: 50 gp (ballista), 5 gp (bolt)

Cost: 100 gp (mangonel), — (stone)


It takes 1 action to load a ballista, 1 action to aim it, and 1


It takes 2 actions to load the mangonel, 2 actions to aim it, action to fire it.
and 1 action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range one target. Hit: 16 (3d10) piercing damage.

200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.
Blunt Ram
Armor Class: —

Hit Points: —

Cost: — (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).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.
one object or Gargantuan creature. Hit: 88 (16d10)
bludgeoning damage. The Man-o-War 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 Man-o-War's path, and the Man-o-War can
continue moving if it has any movement left.

4 Mangonels (Crew: 5 each)


Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

25
Man-o-War Ship Summary Mantis Ship Summary
Armor Class: 13 (ceramic) Cargo: 30 tons Armor Class: 19 (metal) Cargo: 20 tons
Hit Points: 400 Crew: 13 Hit Points: 300 Crew: 35
Damage Threshold: 15 Keel/Beam: 200 ft./20 ft. Damage Threshold: 15 Keel/Beam: 170 ft./25 ft.
Speed: fly 50 ft. (5 ½ mph) Cost: 40,000 gp Speed: fly 30 ft. (3 ½ mph) Cost: 40,000 gp

Landing: not able to land Landing: land



Weapons:
Weapons:

2 Ballistae (Crew: 3 each) 2 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.
1 Mangonel (Crew: 5) 2 Claws (Crew: 1 each)
Armor Class: 15
Armor Class: —

Hit Points: 100


Hit Points: —

Cost: 100 gp (mangonel), — (stone)


Cost: — (included in ship cost)

It takes 2 actions to load the mangonel, 2 actions to aim it, It takes 1 action to make a Claw attack.
and 1 action to fire it. Claw. Melee Weapon Attack: +3 to hit, reach 20 ft., one
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range target. Hit: 11 (2d10) bludgeoning damage. If the target is a
200/800 ft. (can't hit targets within 60 feet of it), one target. Huge or smaller creature, it is also grappled (escape DC 13).
Hit: 27 (5d10) bludgeoning damage.
Until this grapple ends, the creature takes 11 (2d10)
bludgeoning damage at the start of each of its turns.
5 Mangonels (Crew: 5 each)
Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

26
Mindspider Ship Summary Nautiloid Ship Summary
Armor Class: 19 (metal) Cargo: 20 tons Armor Class: 15 (wood) Cargo: 17 tons
Hit Points: 200 Crew: 13 Hit Points: 400 Crew: 16
Damage Threshold: 15 Keel/Beam: 40 ft./15 ft. Damage Threshold: 15 Keel/Beam: 180 ft./30 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 10,000 gp Speed: fly 40 ft. (4 ½ mph) Cost: 40,000 gp

Landing: not able to land Landing: water



Weapons:
Weapons:

Piercing Ram 3 Ballistae (Crew: 3 each)


Armor Class: —
Armor Class: 15

Hit Points: —
Hit Points: 50

Cost: — (included in ship cost)


Cost: 50 gp (ballista), 5 gp (bolt)

The ship's spelljammer can make the following attack when It takes 1 action to load a ballista, 1 action to aim it, and 1
the ship runs into another object or into a Gargantuan action to fire it.
creature (see "Crashing" earlier in the chapter). Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one target. Hit: 16 (3d10) piercing damage.

one object or Gargantuan creature. Hit: 88 (16d10) piercing


damage. The Mindspider takes half as much damage and 1 Mangonel (Crew: 5)
comes to a dead stop. Miss: The attack deals no damage, the Armor Class: 15

target moves into the nearest unoccupied space that isn't in Hit Points: 100

the Mindspider's path, and the Mindspider can continue Cost: 100 gp (mangonel), — (stone)

moving if it has any movement left.


It takes 2 actions to load the mangonel, 2 actions to aim it,


Grappling Arms (Crew: 1) and 1 action to fire it.
Armor Class: —
Hit Points: —
Cost: — (included in ship cost) Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
It takes 1 action to make a Grappling Arms attack. 200/800 ft. (can't hit targets within 60 feet of it), one target.
Grappling Arms. Melee Weapon Attack: +6 to hit, reach 10 Hit: 27 (5d10) bludgeoning damage.

ft., one ship or Gargantuan creature. *Hit: 22 (4d10) piercing


damage, and the speed of the deathspider and the target Piercing Ram
become 0 until the grapple ends. As an action, a creature can Armor Class: —

use the grappling arm's controls to release the target. Hit Points: —

Otherwise, the effect ends when the target or the deathspider Cost: — (included in ship cost)

drops to 0 hit points.

The ship's spelljammer can make the following attack when


Mosquito Ship Summary the ship runs into another object or into a Gargantuan
creature (see "Crashing" earlier in the chapter).
Armor Class: 15 (wood) Cargo: 3 tons Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
Hit Points: 250 Crew: 2
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Nautiloid takes half as much damage and
Damage Threshold: 15 Keel/Beam: 100 ft./15 ft. comes to a dead stop. Miss: The attack deals no damage, the
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp target moves into the nearest unoccupied space that isn't in
the Nautiloid's path, and the Nautiloid can continue moving if
Landing: land and water it has any movement left.

Weapons: None

27
Nightwolf (Vodoni Scout) Ship Peddleship Ship Summary
Summary Armor Class: 19 (metal) Cargo: 0.5 tons
Armor Class: 13 (ceramic) Cargo: 20 tons Hit Points: 50 Crew: 2
Hit Points: 250 Crew: 12 Damage Threshold: 5 Keel/Beam: 7 ft./4 ft.
Damage Threshold: 15 Keel/Beam: 50 ft./20 ft. Speed: fly 20 ft. (2 ½ mph) Cost: 1,250 gp
Speed: fly 70 ft. (8 mph) Cost: 10,000 gp
Landing: land and water
Landing: water


Weapons: None
Weapons:

Porcupine Ship Ship Summary


2 Mangonels (Crew: 5 each)
Armor Class: 15
Armor Class: 15 (wood) Cargo: 18 tons
Hit Points: 100
Hit Points: 400 Crew: 14
Cost: 100 gp (mangonel), — (stone)
Damage Threshold: 15 Keel/Beam: 85 ft./60 ft.

It takes 2 actions to load a mangonel, 2 actions to aim it, and Speed: fly 30 ft. (3 ½ mph) Cost: 50,000 gp
1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Landing: not able to land
200/800 ft. (can't hit targets within 60 feet of it), one target.

Hit: 27 (5d10) bludgeoning damage.


Weapons:

Octopus (tailgunner) Ship 4 Ballistae (Crew: 3 each)


Summary Armor Class: 15

Hit Points: 50

Armor Class: 15 (wood) Cargo: 40 tons Cost: 50 gp (ballista), 5 gp (bolt)

Hit Points: 400 Crew: 18 It takes 1 action to load a ballista, 1 action to aim it, and 1
Damage Threshold: 15 Keel/Beam: 100 ft./50 ft. action to fire it.
Speed: fly 50 ft. (5 ½ mph) Cost: 40,000 gp
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

Landing: land Ram Mines



Armor Class: —

Weapons:
Hit Points: —

Cost: 10 gp (mine)

2 Ballistae (Crew: 3 each)

Armor Class: 15
When the porcupine ship's spines come into contact with
Hit Points: 50
another ship, roll a d6, on a 5 or 6, the spine has a ram mine
Cost: 50 gp (ballista), 5 gp (bolt)
in it that is set off. Creatures and ships within 70 feet of the

mine must make a DC 15 dexterity saving throw, taking 4d8
It takes 1 action to load a ballista, 1 action to aim it, and 1 fire damage on a fail or half as much on a successful save.
action to fire it. The creature or shit that set off the mine automatically fails
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., the saving throw.
one target. Hit: 16 (3d10) piercing damage.

2 Mangonels (Crew: 5 each)


Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

28
Quad of Thay Ship Summary Scalpel Ship Ship Summary
Armor Class: 19 (metal) Cargo: 30 tons Armor Class: 13 (ceramic) Cargo: 3 tons
Hit Points: 200 Crew: 10 Hit Points: 150 Crew: 10
Damage Threshold: 15 Keel/Beam: 50 ft./50 ft. Damage Threshold: 15 Keel/Beam: 25 ft./10 ft.
Speed: fly 50 ft. (5 ½ mph) Cost: 20,000 gp Speed: fly 70 ft. (8 mph) Cost: 5,000 gp

Landing: land Landing: land



Weapons:
Weapons:

Piercing Ram Ballista (Crew: 3)


Armor Class: —
Armor Class: 15

Hit Points: —
Hit Points: 50

Cost: — (included in ship cost)


Cost: 50 gp (ballista), 5 gp (bolt)

The ship's spelljammer can make the following attack when It takes 1 action to load the ballista, 1 action to aim it, and 1
the ship runs into another object or into a Gargantuan action to fire it.
creature (see "Crashing" earlier in the chapter). Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one target. Hit: 16 (3d10) piercing damage.

one object or Gargantuan creature. Hit: 88 (16d10) piercing


damage. The Quad of Thay takes half as much damage and 1 Mangonel (Crew: 5)
comes to a dead stop. Miss: The attack deals no damage, the Armor Class: 15

target moves into the nearest unoccupied space that isn't in Hit Points: 100

the Quad of Thay's path, and the Quad of Thay can continue Cost: 100 gp (mangonel), — (stone)

moving if it has any movement left.


It takes 2 actions to load the mangonel, 2 actions to aim it,


Radiant Ship Ship Summary and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Armor Class: 15 (wood) Cargo: 13 tons 200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit Points: 250 Crew: 26 Hit: 27 (5d10) bludgeoning damage.

Damage Threshold: 15 Keel/Beam: 90 ft./30 ft.


Speed: fly 50 ft. (5 ½ mph) Cost: 25,000 gp

Landing: land and water


Weapons:

3 Ballistae (Crew: 3 each)


Armor Class: 15

Hit Points: 50

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.

3 Mangonels (Crew: 5 each)


Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

29
Scorpion Ship Summary Shrike Ship Ship Summary
Armor Class: 19 (metal) Cargo: 12 tons Armor Class: 15 (wood) Cargo: 20 tons
Hit Points: 250 Crew: 17 Hit Points: 250 Crew: 11
Damage Threshold: 15 Keel/Beam: 75 ft./20 ft. Damage Threshold: 15 Keel/Beam: 100 ft./20 ft.
Speed: fly 30 ft. (3 ½ mph) Cost: 25,000 gp Speed: fly 70 ft. (8 mph) Cost: 20,000 gp

Landing: land Landing: land



Weapons:
Weapons:

Ballista (Crew: 3) 3 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load the ballista, 1 action to aim it, and 1 It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage. one target. Hit: 16 (3d10) piercing damage.

2 Claws (Crew: 1 each) Piercing Ram


Armor Class: —
Armor Class: —

Hit Points: —
Hit Points: —

Cost: — (included in ship cost)


Cost: — (included in ship cost)

It takes 1 action to make a Claw attack. The ship's spelljammer can make the following attack when
Claw. Melee Weapon Attack: +3 to hit, reach 20 ft., one the ship runs into another object or into a Gargantuan
target. Hit: 11 (2d10) bludgeoning damage. If the target is a creature (see "Crashing" earlier in the chapter).
Huge or smaller creature, it is also grappled (escape DC 13). Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
Until this grapple ends, the creature takes 11 (2d10) one object or Gargantuan creature. Hit: 88 (16d10) piercing
bludgeoning damage at the start of each of its turns. damage. The Shrike Ship takes half as much damage and
comes to a dead stop. Miss: The attack deals no damage, the
2 Mangonels (Crew: 5 each) target moves into the nearest unoccupied space that isn't in
Armor Class: 15
the Shrike Ship's path, and the Shrike Ship can continue
Hit Points: 100
moving if it has any movement left.

Cost: 100 gp (mangonel), — (stone)


Sidewheeler Ship Summary
It takes 2 actions to load a mangonel, 2 actions to aim it, and
1 action to fire it. Armor Class: 19 (metal) Cargo: 15 tons
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Hit Points: 200 Crew: 20
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.
Damage Threshold: 15 Keel/Beam: 120 ft./25 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 40,000 gp

Landing: not able to land


Weapons: None

30
Skeleton Ship (Boneship) Ship Space Leviathan Ship Summary
Summary Armor Class: 19 (metal) Cargo: 290 tons
Armor Class: 15 (bone) Cargo: 1 tons Hit Points: 400 Crew: 51
Hit Points: 300 Crew: 8 Damage Threshold: 15 Keel/Beam: 306 ft./96 ft.
Damage Threshold: 15 Keel/Beam: 200 ft./35 ft. Speed: fly 25 ft. (3 mph) Cost: 220,000 gp
Speed: fly 35 ft. (4 mph) Cost: 30,000 gp
Landing: not able to land
Landing: not able to land


Weapons:

Weapons:

Blunt Ram
2 Ballistae (Crew: 3 each) Armor Class: —

Armor Class: 15
Hit Points: —

Hit Points: 50
Cost: — (included in ship cost)

Cost: 50 gp (ballista), 5 gp (bolt)


The ship's spelljammer can make the following attack when


It takes 1 action to load a ballista, 1 action to aim it, and 1 the ship runs into another object or into a Gargantuan
action to fire it. creature (see "Crashing" in chapter 2 of Astral Adventurer's
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Guide).
one target. Hit: 16 (3d10) piercing damage.
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.
one object or Gargantuan creature. Hit: 88 (16d10)
Skiff Ship Summary bludgeoning damage. The Squid Ship takes half as much
damage and comes to a dead stop. Miss: The attack deals no
Armor Class: 15 (wood) Cargo: 0.25 tons damage, the target moves into the nearest unoccupied space
that isn't in the Squid Ship's path, and the Squid Ship can
Hit Points: 50 Crew: 12 continue moving if it has any movement left.

Damage Threshold: 15 Keel/Beam: 16 ft./6 ft.


Speed: fly 70 ft. (8 mph) Cost: 2,500 gp
3 Bombards (Crew: 3 each)
Armor Class: 19

Landing: land Hit Points: 75


Cost: 150 gp (bombard), 10 gp (cannon ball)

Weapons: None

It takes one action to load the weapon, one action to aim it,
and one action to fire it.
Smalljammer Ship Summary Cannon Ball. Ranged Weapon Attack: +6 to hit, range
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Armor Class: 17 (Natural Armor) Cargo: 15 tons


Hit Points: 250 Crew: 1
Damage Threshold: 15 Keel/Beam: 65 ft./40 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp

Landing: land and water


Weapons: None

31
Squid Ship Ship Summary StarwingsRuathimaer) Ship
Armor Class: 15 (wood) Cargo: 20 tons
Summary
Hit Points: 300 Crew: 13 Armor Class: 13 (ceramic) Cargo: 30 tons
Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Hit Points: 250 Crew: 13
Speed: fly 30 ft. (3 ½ mph) Cost: 25,000 gp Damage Threshold: 15 Keel/Beam: 150 ft./16 ft.
Speed: fly 60 ft. (7 mph) Cost: 25,000 gp
Landing: water

Landing: water
Weapons:

Weapons:

2 Ballistae (Crew: 3 each)


Armor Class: 15
2 Ballistae (Crew: 3 each)
Hit Points: 50
Armor Class: 15

Cost: 50 gp (ballista), 5 gp (bolt)


Hit Points: 50


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. It takes 1 action to load a ballista, 1 action to aim it, and 1
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., action to fire it.
one target. Hit: 16 (3d10) piercing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

1 Mangonel (Crew: 5)
Armor Class: 15
1 Mangonel (Crew: 5)
Hit Points: 100
Armor Class: 15

Cost: 100 gp (mangonel), — (stone)


Hit Points: 100


Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load the mangonel, 2 actions to aim it,

and 1 action to fire it. It takes 2 actions to load the mangonel, 2 actions to aim it,
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range and 1 action to fire it.
200/800 ft. (can't hit targets within 60 feet of it), one target. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Hit: 27 (5d10) bludgeoning damage.
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

Piercing Ram
Armor Class: —

Hit Points: —

Cost: — (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" earlier in the chapter).
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.

32
Stoneship Ship Summary Swan Ship Ship Summary
Armor Class: 17 (stone) Cargo: 80 tons Armor Class: 15 (wood) Cargo: 30 tons
Hit Points: 500 Crew: 42 Hit Points: 400 Crew: 13
Damage Threshold: 20 Keel/Beam: 250 ft./200 ft. Damage Threshold: 15 Keel/Beam: 100 ft./40 ft.
Speed: fly 20 ft. (2 ½ mph) Cost: 340,000 gp Speed: fly 50 ft. (5 ½ mph) Cost: 30,000 gp

Landing: not able to land Landing: land and water



Weapons:
Weapons:

3 Blunt Rams 2 Ballistae (Crew: 3 each)


Armor Class: —
Armor Class: 15

Hit Points: —
Hit Points: 50

Cost: — (included in ship cost)


Cost: 50 gp (ballista), 5 gp (bolt)

The ship's spelljammer can make the following attack when It takes 1 action to load a ballista, 1 action to aim it, and 1
the ship runs into another object or into a Gargantuan action to fire it.
creature (see "Crashing" in chapter 2 of Astral Adventurer's Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
Guide). one target. Hit: 16 (3d10) piercing damage.

Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.


one object or Gargantuan creature. Hit: 88 (16d10) Thoric Tradesman Ship Summary
bludgeoning damage. The Swan Ship takes half as much
damage and comes to a dead stop. Miss: The attack deals no Armor Class: 19 (metal) Cargo: 30 tons
damage, the target moves into the nearest unoccupied space Hit Points: 300 Crew: 5
that isn't in the Swan Ship's path, and the Swan Ship can
continue moving if it has any movement left.
Damage Threshold: 15 Keel/Beam: 120 ft./100 ft.
Speed: fly 70 ft. (8 mph) Cost: 100,000 gp
8 Mangonels (Crew: 5 each)
Armor Class: 15
Landing: not able to land
Hit Points: 100

Cost: 100 gp (mangonel), — (stone)


Weapons:

It takes 2 actions to load a mangonel, 2 actions to aim it, and Bombard (Crew: 3)
1 action to fire it. Armor Class: 19

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range Hit Points: 75

200/800 ft. (can't hit targets within 60 feet of it), one target. Cost: 150 gp (bombard), 10 gp (cannon ball)

Hit: 27 (5d10) bludgeoning damage.


It takes one action to load a weapon, one action to aim it, and
one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

33
Thorn-ship Ship Summary Tradesman (Fish Ship) Ship
Armor Class: 13 (ceramic) Cargo: 2 tons
Summary
Hit Points: 200 Crew: 8 Armor Class: 15 (wood) Cargo: 13 tons
Damage Threshold: 15 Keel/Beam: 50 ft./10 ft. Hit Points: 250 Crew: 10
Speed: fly 70 ft. (8 mph) Cost: 5,000 gp Damage Threshold: 15 Keel/Beam: 120 ft./30 ft.
Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp
Landing: land and water

Landing: not able to land
Weapons:

Weapons:

Ballista (Crew: 3)
Armor Class: 15
Ballista (Crew: 3)
Hit Points: 50
Armor Class: 15

Cost: 50 gp (ballista), 5 gp (bolt)


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. It takes 1 action to load the ballista, 1 action to aim it, and 1
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., action to fire it.
one target. Hit: 16 (3d10) piercing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

Fire Projector
Armor Class: 15
1 Mangonel (Crew: 5)
Hit Points: 100
Armor Class: 15

Cost: 100 gp (fire projector), 10 (liquid fuel)


Hit Points: 100


Cost: 100 gp (mangonel), — (stone)

It takes one action to load the fire projector, one action to aim

it, and one action to fire it. It takes 2 actions to load the mangonel, 2 actions to aim it,
Fire Projector. Fire shoots out of the weapon's nozzle in a and 1 action to fire it.
60-foot line that is 5 feet wide. Each creature in the line must Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
make a DC 15 Dexterity saving throw, taking 18 (4d8) fire 200/800 ft. (can't hit targets within 60 feet of it), one target.
damage on a failed save, or half as much damage on a Hit: 27 (5d10) bludgeoning damage.

successful one. The fire ignites any flammable objects in the


area that aren't being carried or worn.

34
Triop Ship Summary Tsunami Ship Summary
Armor Class: 15 (bone) Cargo: 20 tons Armor Class: 19 (metal) Cargo: 100 tons
Hit Points: 400 Crew: 18 Hit Points: 500 Crew: 106
Damage Threshold: 15 Keel/Beam: 135 ft./60 ft. Damage Threshold: 15 Keel/Beam: 950 ft./70 ft.
Speed: fly 30 ft. (3 ½ mph) Cost: 50,000 gp Speed: fly 20 ft. (2 ½ mph) Cost: 450,000 gp

Landing: land and water Landing: land



Weapons:
Weapons:

2 Ballistae (Crew: 3 each) 12 Ballistae (Crew: 3 each)


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: 50 gp (ballista), 5 gp (bolt)

It takes 1 action to load a ballista, 1 action to aim it, and 1 It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it. action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.
one target. Hit: 16 (3d10) piercing damage.

Blunt Ram 6 Bombards (Crew: 3 each)


Armor Class: —
Armor Class: 19

Hit Points: —
Hit Points: 75

Cost: — (included in ship cost)


Cost: 150 gp (bombard), 10 gp (cannon ball)

The ship's spelljammer can make the following attack when It takes one action to load a weapon, one action to aim it, and
the ship runs into another object or into a Gargantuan one action to fire it.
creature (see "Crashing" in chapter 2 of Astral Adventurer's Cannon Ball. Ranged Weapon Attack: +6 to hit, range
Guide). 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.


one object or Gargantuan creature. Hit: 88 (16d10) 10 Mangonels (Crew: 5 each)
bludgeoning damage. The Tsunami takes half as much Armor Class: 15

damage and comes to a dead stop. Miss: The attack deals no Hit Points: 100

damage, the target moves into the nearest unoccupied space Cost: 100 gp (mangonel), — (stone)

that isn't in the Tsunami's path, and the Tsunami can

continue moving if it has any movement left.


It takes 2 actions to load a mangonel, 2 actions to aim it, and
1 action to fire it.
2 Mangonels (Crew: 5 each) Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Armor Class: 15
200/800 ft. (can't hit targets within 60 feet of it), one target.
Hit Points: 100
Hit: 27 (5d10) bludgeoning damage.

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

35
Turtle Ship (Battle Boat) Ship Tyrant Scout Ship Ship Summary
Summary Armor Class: 17 (stone) Cargo: 5 tons
Armor Class: 19 (metal) Cargo: 30 tons Hit Points: 300 Crew: 7
Hit Points: 300 Crew: 16 Damage Threshold: 20 Keel/Beam: 120 ft./90 ft.
Damage Threshold: 15 Keel/Beam: 95 ft./70 ft. Speed: fly 40 ft. (4 ½ mph) Cost: 110,000 gp
Speed: fly 35 ft. (4 mph) Cost: 40,000 gp
Landing: not able to land
Landing: land and water


Weapons:

Weapons:

Eyestalk Cannon (Crew: 1)


3 Ballistae (Crew: 3 each) Armor Class: —

Armor Class: 15
Hit Points: —

Hit Points: 50
Cost: — (included in ship cost)

Cost: 50 gp (ballista), 5 gp (bolt)



This weapon looks like an eye mounted on an eyestalk. A
It takes 1 action to load a ballista, 1 action to aim it, and 1 beholder stationed in one of the tyrant scout ship's meditation
action to fire it. pods can see through the eye by concentrating on it (as if
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., concentrating on a spell) and use an action to make the
one target. Hit: 16 (3d10) piercing damage.
following attack.
Destructive Ray. Ranged Spell Attack: +8 to hit, range
Blunt Ram 120/480 ft., one target. Hit: 35 (10d6) force damage.
Armor Class: —

Hit Points: —
Tyrant Ship Ship Summary
Cost: — (included in ship cost)


Armor Class: 17 (stone) Cargo: 11 tons
The ship's spelljammer can make the following attack when Hit Points: 300 Crew: 12
the ship runs into another object or into a Gargantuan Damage Threshold: 20 Keel/Beam: 100 ft./100 ft.
creature (see "Crashing" in chapter 2 of Astral Adventurer's
Guide). Speed: fly 40 ft. (4 ½ mph) Cost: 140,000 gp
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.
one object or Gargantuan creature. Hit: 88 (16d10) Landing: not able to land
bludgeoning damage. The Tyrant Scout Ship takes half as

much damage and comes to a dead stop. Miss: The attack Weapons:

deals no damage, the target moves into the nearest


unoccupied space that isn't in the Tyrant Scout Ship's path, 3 Eyestalk Cannons (Crew: 1 each)
and the Tyrant Scout Ship can continue moving if it has any Armor Class: —

movement left.
Hit Points: —

Cost: — (included in ship cost)

1 Mangonel (Crew: 5)

Armor Class: 15
This weapon looks like an eye mounted on an eyestalk. A
Hit Points: 100
beholder stationed in one of the tyrant ship's meditation pods
Cost: 100 gp (mangonel), — (stone)
can see through the eye by concentrating on it (as if

concentrating on a spell) and use an action to make the
It takes 2 actions to load the mangonel, 2 actions to aim it, following attack.
and 1 action to fire it. Destructive Ray. Ranged Spell Attack: +8 to hit, range
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 35 (10d6) force damage.
200/800 ft. (can't hit targets within 60 feet of it), one target.

Hit: 27 (5d10) bludgeoning damage.


Classic tyrant ships have combined beholder eye ray


cannons, but this is more complex that I want to work on
right now, I will adapt it later.

36
Unity Ship Ship Summary Urchin Ship Summary
Armor Class: 19 (metal) Cargo: 10 tons Armor Class: 15 (wood) Cargo: 2 tons
Hit Points: 200 Crew: 11 Hit Points: 100 Crew: 2
Damage Threshold: 15 Keel/Beam: 120 ft./25 ft. Damage Threshold: 15 Keel/Beam: 10 ft./10 ft.
Speed: fly 50 ft. (5 ½ mph) Cost: 20,000 gp Speed: fly 70 ft. (8 mph) Cost: 5,000 gp

Landing: not able to land Landing: land and water



Weapons:
Weapons:

3 Ballistae (Crew: 3 each) Spines


Armor Class: 15
Armor Class: 15

Hit Points: 50
Hit Points: 50

Cost: 50 gp (ballista), 5 gp (bolt)


Cost: — (included in ship cost)

It takes 1 action to load a ballista, 1 action to aim it, and 1 The ship's spelljammer can make the following attack when
action to fire it. the ship runs into another object or into a Medium or larger
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., creature (see "Crashing" earlier in the chapter).
one target. Hit: 16 (3d10) piercing damage.
Spine Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or a medium or larger creature. Hit: 88 (16d10)
Piercing Ram piercing damage. The spines takes half as much damage and
Armor Class: —
the urchin ship comes to a dead stop after hitting four
Hit Points: —
medium creatures or objects, or a large or larger creature or
Cost: — (included in ship cost)
object. Miss: The attack deals no damage, the target moves

into the nearest unoccupied space that isn't in the urchin


The ship's spelljammer can make the following attack when ship's path, and the urchin ship can continue moving if it has
the ship runs into another object or into a Gargantuan any movement left.

creature (see "Crashing" earlier in the chapter).


Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Unity 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 Unity Ship's path, and the Unity Ship can continue
moving if it has any movement left.

37
Uspo, Dowar Ship Summary Vipership (darkviper) Ship
Armor Class: 15 (wood) Cargo: 20 tons
Summary
Hit Points: 450 Crew: 10 Armor Class: 19 (metal) Cargo: 16 tons
Damage Threshold: 15 Keel/Beam: 200 ft./90 ft. Hit Points: 250 Crew: 16
Speed: fly 40 ft. (4 ½ mph) Cost: 130,000 gp Damage Threshold: 15 Keel/Beam: 125 ft./15 ft.
Speed: fly 70 ft. (8 mph) Cost: 20,000 gp
Landing: land and water

Landing: land and water
Weapons: None

Weapons:

Vagabond Ship Summary


3 Ballistae (Crew: 3 each)
Armor Class: 15 (wood) Cargo: 15 tons Armor Class: 15

Hit Points: 250 Crew: 5 Hit Points: 50

Damage Threshold: 15 Keel/Beam: 90 ft./20 ft.


Cost: 50 gp (ballista), 5 gp (bolt)

Speed: fly 40 ft. (4 ½ mph) Cost: 20,000 gp It takes 1 action to load a ballista, 1 action to aim it, and 1
action to fire it.
Landing: land Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,

one target. Hit: 16 (3d10) piercing damage.

Weapons: None
1 Mangonel (Crew: 5)
Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

Piercing Ram
Armor Class: —

Hit Points: —

Cost: — (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" earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Vipership (darkviper) 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 Vipership (darkviper)'s path, and the
Vipership (darkviper) can continue moving if it has any
movement left.

38
Wasp Ship Summary Werewolf (Vodoni Butcher) Ship
Armor Class: 15 (wood) Cargo: 9 tons
Summary
Hit Points: 250 Crew: 5 Armor Class: 13 (ceramic) Cargo: 30 tons
Damage Threshold: 15 Keel/Beam: 80 ft./20 ft. Hit Points: 400 Crew: 16
Speed: fly 50 ft. (5 ½ mph) Cost: 20,000 gp Damage Threshold: 15 Keel/Beam: 230 ft./50 ft.
Speed: fly 30 ft. (3 ½ mph) Cost: 100,000 gp
Landing: land

Landing: land and water
Weapons:

Weapons:

Ballista (Crew: 3)
Armor Class: 15
Ballista (Crew: 3)
Hit Points: 50
Armor Class: 15

Cost: 50 gp (ballista), 5 gp (bolt)


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. It takes 1 action to load the ballista, 1 action to aim it, and 1
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., action to fire it.
one target. Hit: 16 (3d10) piercing damage.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
one target. Hit: 16 (3d10) piercing damage.

2 Mangonels (Crew: 5 each)


Armor Class: 15

Hit Points: 100

Cost: 100 gp (mangonel), — (stone)

It takes 2 actions to load a 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 feet of it), one target.
Hit: 27 (5d10) bludgeoning damage.

Grappling Jaws (Crew: 1)


Armor Class: —

Hit Points: —

Cost: — (included in ship cost)

It takes 1 action to make a Grappling Jaws attack.


Grappling Jaws. Melee Weapon Attack: +6 to hit, reach 10
ft., one ship or Gargantuan creature. Hit: 22 (4d10) piercing
damage, and the speed of the werewolf and the target
become 0 until the grapple ends. As an action, a creature can
use the grappling jaws' controls to release the target.
Otherwise, the effect ends when the target or the lamprey
ship drops to 0 hit points.

39
Whaleship Ship Summary Whelk Ship Summary
Armor Class: 15 (wood) Cargo: 50 tons Armor Class: 13 (ceramic) Cargo: 18 tons
Hit Points: 400 Crew: 5 Hit Points: 250 Crew: 7
Damage Threshold: 15 Keel/Beam: 250 ft./40 ft. Damage Threshold: 15 Keel/Beam: 120 ft./30 ft.
Speed: fly 25 ft. (3 mph) Cost: 80,000 gp Speed: fly 35 ft. (4 mph) Cost: 25,000 gp

Landing: water Landing: land and water



Weapons:
Weapons:

Blunt Ram 1 Mangonel (Crew: 5)


Armor Class: —
Armor Class: 15

Hit Points: —
Hit Points: 100

Cost: — (included in ship cost)


Cost: 100 gp (mangonel), — (stone)

The ship's spelljammer can make the following attack when It takes 2 actions to load the mangonel, 2 actions to aim it,
the ship runs into another object or into a Gargantuan and 1 action to fire it.
creature (see "Crashing" in chapter 2 of Astral Adventurer's Mangonel Stone. Ranged Weapon Attack: +5 to hit, range
Guide). 200/800 ft. (can't hit targets within 60 feet of it), one target.
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft. Hit: 27 (5d10) bludgeoning damage.

one object or Gargantuan creature. Hit: 88 (16d10)


bludgeoning damage. The Whelk takes half as much damage Piercing Ram
and comes to a dead stop. Miss: The attack deals no damage, Armor Class: —

the target moves into the nearest unoccupied space that isn't Hit Points: —

in the Whelk's path, and the Whelk can continue moving if it Cost: — (included in ship cost)

has any movement left.


The ship's spelljammer can make the following attack when


the ship runs into another object or into a Gargantuan
creature (see "Crashing" earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft.,
one object or Gargantuan creature. Hit: 88 (16d10) piercing
damage. The Whelk 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
Whelk's path, and the Whelk can continue moving if it has
any movement left.

40
Wreckboat Ship Summary Armor Class: 15 (wood) Cargo: 5 tons
Hit Points: 250 Crew: 17
Armor Class: 15 (wood) Cargo: 0.5 tons
Damage Threshold: 15 Keel/Beam: 75 ft./15 ft.
Hit Points: 150 Crew: 5
Speed: fly 50 ft. (5 ½ mph) Cost: ,000 gp
Damage Threshold: 15 Keel/Beam: 30 ft./15 ft.
Speed: fly 70 ft. (8 mph) Cost: ,000 gp Landing: water

Landing: land and water Weapons:

Weapons:
5 Ballistae (Crew: 3 each)
Armor Class: 15

Ballista (Crew: 3) Hit Points: 50

Armor Class: 15
Cost: 50 gp (ballista), 5 gp (bolt)

Hit Points: 50

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.


It takes 1 action to load the ballista, 1 action to aim it, and 1 Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,
action to fire it. one target. Hit: 16 (3d10) piercing damage.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft.,


one target. Hit: 16 (3d10) piercing damage.
Yawl Ship Summary
Xebec Ship Summary Armor Class: 19 (metal) Cargo: 4 tons
Hit Points: 150 Crew: 2
Armor Class: 15 (wood) Cargo: 6 tons
Damage Threshold: 15 Keel/Beam: 30 ft./10 ft.
Hit Points: 200 Crew: 5
Speed: fly 70 ft. (8 mph) Cost: 10,000 gp
Damage Threshold: 15 Keel/Beam: 64 ft./12 ft.
Speed: fly 50 ft. (5 ½ mph) Cost: 10,000 gp Landing: land
The Yawl is designed to pull cargo in Yawl Wagons, and its
Landing: land and water speed is reduced by 10 ft for every 10 wagons it pulls.

Weapons:
Weapons: None
Blunt Ram Yawl Wagon Ship Summary
Armor Class: —

Hit Points: —
Armor Class: 15 (wood) Cargo: 2 tons
Cost: — (included in ship cost)
Hit Points: 100 Crew: 2

The ship's spelljammer can make the following attack when Damage Threshold: 15 Keel/Beam: 10 ft./20 ft.
the ship runs into another object or into a Gargantuan Speed: fly 0 ft. (FALSE mph) Cost: 1,250 gp
creature (see "Crashing" in chapter 2 of Astral Adventurer's
Guide). Landing: land
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft.

one object or Gargantuan creature. Hit: 88 (16d10) Weapons: None


bludgeoning damage. The Yacht 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 Yacht's path, and the Yacht can continue moving if it
has any movement left.

Bombard (Crew: 3)
Armor Class: 19

Hit Points: 75

Cost: 150 gp (bombard), 10 gp (cannon ball)

It takes one action to load the weapon, one action to aim it,
and one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range
600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Yacht Ship Summary


41
Yawl Wagon (Armed) Ship
Summary
Armor Class: 15 (wood) Cargo: 2 tons
Hit Points: 100 Crew: 5
Damage Threshold: 15 Keel/Beam: 10 ft./20 ft.
Speed: fly 0 ft. (FALSE mph) Cost: 1,250 gp

Landing: land

Weapons:

Ballista (Crew: 3)
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.

Zoocraft (Ark, Gardenship) Ship


Summary
Armor Class: 17 (stone) Cargo: 100 tons
Hit Points: 500 Crew: 2
Damage Threshold: 20 Keel/Beam: 500 ft./300 ft.
Speed: fly 25 ft. (3 mph) Cost: 100,000 gp

Landing: land

Weapons: None

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