Nautiloid
(https://www.dndbeyond.com/sources/sais/aag/astral-adventuring#Nautiloid)
Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can’t float on water, nor can they land safely on the ground. As an action, a creature attuned to a nautiloid’s spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a d6. On a 5–6, the property recharges after 1 minute; otherwise, it can’t be used again for 24 hours.
Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can’t float on water, nor can they land safely on the ground. As an action, a creature attuned to a nautiloid’s spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a d6. On a 5–6, the property recharges after 1 minute; otherwise, it can’t be used again for 24 hours.
Armor Class: 15 (wood) | Cargo: 17 tons |
Hit Points: 400 | Crew: 20 |
Damage Threshold: 15 | Keel/Beam: 180 ft./30 ft. |
Speed: fly 40 ft. (4½ mph) | Cost: 50,000 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. 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. Tentacles
Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
As an action, the ship’s spelljammer can make one of the following attacks with the ship’s tentacles.
Grappling Tentacles. Melee Weapon Attack: +8 to hit, reach 30 ft., one Huge or Gargantuan target. Hit: 22 (4d10) bludgeoning damage, and the nautiloid’s speed becomes 0 until its spelljammer uses an action to release the target. If the target is a creature, it is grappled (escape DC 16). If the target is another ship, the target’s speed becomes 0 until the nautiloid releases it, or until the target or the nautiloid drops to 0 hit points.
Teleport. Melee Spell Attack: +8 to hit, reach 30 ft., one creature. Hit: The target must succeed on a DC 15 Constitution saving throw or be teleported to an unoccupied space aboard the nautiloid that the nautiloid’s spelljammer can see.
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. 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. Tentacles
Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
As an action, the ship’s spelljammer can make one of the following attacks with the ship’s tentacles.
Grappling Tentacles. Melee Weapon Attack: +8 to hit, reach 30 ft., one Huge or Gargantuan target. Hit: 22 (4d10) bludgeoning damage, and the nautiloid’s speed becomes 0 until its spelljammer uses an action to release the target. If the target is a creature, it is grappled (escape DC 16). If the target is another ship, the target’s speed becomes 0 until the nautiloid releases it, or until the target or the nautiloid drops to 0 hit points.
Teleport. Melee Spell Attack: +8 to hit, reach 30 ft., one creature. Hit: The target must succeed on a DC 15 Constitution saving throw or be teleported to an unoccupied space aboard the nautiloid that the nautiloid’s spelljammer can see.
Comments