406102-Classic Spelljammer Ships 1 0
406102-Classic Spelljammer Ships 1 0
Version 1.0
September 2022
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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
Weapons:
Weapons:
Hit Points: 50
Hit Points: —
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
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)
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
Weapons:
Hit Points: 50
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:
Cost: 50 gp (ballista), 5 gp (bolt)
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.
Hit Points: 75
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.
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:
Armor Class: 15
Hit Points: 50
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
Armor Class: —
Hit Points: 75
Hit Points: —
Cost: 150 gp (bombard), 10 gp (cannon ball)
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)
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
200/800 ft. (can't hit targets within 60 feet of it), one target. Hit Points: 100
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
Weapons:
Weapons:
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.
Piercing Ram
Armor Class: —
Hit Points: —
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
at the front of the ship, the bolawhip. On each of its turns, the Weapons:
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
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: —
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
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
Weapons:
Weapons:
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.
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
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)
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.
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
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:
Hit Points: 50
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
1 Mangonel (Crew: 5)
Armor Class: 15
10
Deathglory Ship Summary 2 Water Guns (Crew: 3 each)
Armor Class: 15
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.
Armor Class: 15
Hit Points: 50
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
Weapons:
2 Mangonels (Crew: 5 each)
Armor Class: 15
Armor Class: 15
Cost: 100 gp (mangonel), — (stone)
Hit Points: 50
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.
Fire Projector
Armor Class: 15
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
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.
Landing: water
Weapons:
Hit Points: 50
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)
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)
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
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: —
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:
Armor Class: 15
Hit Points: 50
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
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.
1 Mangonel (Crew: 5)
1 Mangonel (Crew: 5) Armor Class: 15
Armor Class: 15
Hit Points: 100
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.
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
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:
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
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:
Armor Class: 15
Hit Points: 50
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
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.
Blunt Ram
Armor Class: —
Hit Points: —
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)
Blunt Ram
Great Galley (Mangonel) Ship Armor Class: —
Hit Points: —
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
It takes 2 actions to load a mangonel, 2 actions to aim it, and Cost: 100 gp (mangonel), — (stone)
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: 50 gp (ballista), 5 gp (bolt)
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.
the Hummingbird's path, and the Hummingbird can continue Hit Points: 75
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)
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:
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:
Cost: 50 gp (ballista), 5 gp (bolt)
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
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
Hit Points: —
Hit Points: 100
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.
the Lanceship's path, and the Lanceship can continue moving Hit Points: —
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
Weapons:
Weapons:
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.
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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:
Armor Class: 15
Hit Points: 50
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: —
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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: —
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
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
Weapons:
Weapons:
Hit Points: —
Hit Points: 50
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.
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)
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)
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:
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 Points: 50
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.
Weapons:
Hit Points: —
Cost: 10 gp (mine)
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.
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
Weapons:
Weapons:
Hit Points: —
Hit Points: 50
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.
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)
Weapons:
Hit Points: 50
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
Hit Points: —
Hit Points: —
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.
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
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: 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.
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:
Cost: 50 gp (ballista), 5 gp (bolt)
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)
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: —
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
Weapons:
Weapons:
Hit Points: —
Hit Points: 50
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.
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
200/800 ft. (can't hit targets within 60 feet of it), one target. 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.
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)
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 (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.
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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.
Hit Points: —
Hit Points: 75
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.
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)
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:
Armor Class: 15
Hit Points: —
Hit Points: 50
Cost: — (included in ship cost)
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:
movement left.
Hit Points: —
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.
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
Weapons:
Weapons:
Hit Points: 50
Hit Points: 50
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
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:
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
Piercing Ram
Armor Class: —
Hit Points: —
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
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.
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
Weapons:
Weapons:
Hit Points: —
Hit Points: 100
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.
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)
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
Weapons:
5 Ballistae (Crew: 3 each)
Armor Class: 15
Armor Class: 15
Cost: 50 gp (ballista), 5 gp (bolt)
Hit Points: 50
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.
Bombard (Crew: 3)
Armor Class: 19
Hit Points: 75
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.
Landing: land
Weapons:
Ballista (Crew: 3)
Armor Class: 15
Hit Points: 50
Landing: land
Weapons: None