Lamprey Ship

(https://www.dndbeyond.com/sources/sais/aag/astral-adventuring#LampreyShip)
Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. Psurlons (see Boo’s Astral Menagerie) are particularly fond of them.   Using the metal grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.   A lamprey can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.
Armor Class: 15 (wood) Cargo: 6 tons
Hit Points: 250 Crew: 15
Damage Threshold: 15 Keel/Beam: 115 ft./25 ft.
Speed: fly 35 ft. (4 mph) Cost: 20,000 gp

Weapons & Armament

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.   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 lamprey ship 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.

Comments

Please Login in order to comment!