23 Spelljammer Ships and 7 Helms DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Spelljammer, the dragon ampersand, 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/names/ideas that are copyrighted by Wizards of the Coast and/or other authors. This material will not and cannot be sold for any amount. The following rules may be used in home games of D&D. All other original material in this work is copyright 2017 by Philip Carroll and published and available for free. Written by Philip Carroll aka DM Zemo in Homebrewery. Source: SJR3 Spelljammer Dungeon Master's Screen © 1991 Wizards of the Coast, Inc.
Spelljamming Helms Standard Spelljamming Helm Cargo Space: 1 Cost: 100,000 gp for Minor 250,000 gp for Major SP: See Spell Slot Conversion Chart Standard Helms sold by the Arcane come in two varieties: Minor or Major. The only real difference being their cost and how much power they are capable of channeling. When spacefarers are speaking of "Helms" they are usually referring to this class of Helm, as about 70% of ships employ them. These Helms all look like royal thrones with strange glowing runes etched into every inch of them. Forge Helm Cargo Space: 2-6 Cost: 500,000 gp SP: 1-3 SP (8-24 Crew) Dwarves use Forge Helms to power their massive Dwarven Citadels. They are great stone workshops infused with Dwarvish runes that channel the dweomer of Dwarven craftsmanship into a hammer set on a cog that the helmsman then uses to navigate. A Forge Helm requires 2 Workshops (1 Cargo each, 4 Crew each) in order to generate 1 SP. For every month the workshops are in use, 1 crewmember uses 75 gp worth of raw material to create 150 gp worth of art objects, weapons, or armor. Steam Helm Cargo Space: 2 Cost: 50,000 gp SP: 1-3 (1-3 Steam Mephits) Designed by Gnomish Tinkerers and Wizards, the Steamhelm is an inventive way to use relatively "safe" conjured elementals, namely Steam Mephits, to power turbines that then charge the Helm. Most Steam Helms are magically reinforced glass or metal containers connected to a metal throne-like seat that looks much like Standard Helms. Steam Helms need to periodically be repaired and maintained so the Mephits don't rebel against their captors. Lifejammer Helm Cargo Space: 1 Cost: 80,000 for Minor 200,000 gp for Major SP: See Damage Conversion Chart Lifejammers are hideously barbed cages of iron and steel inlaid with silver, large enough to contain a medium sized humanoid. Lifejammers come in two varieties, like Standard Helms, except they are only ever employed by evil or incredibly desperate captains. Lifejammers suck out the life force of a creature to power the ship and it can be used carefully (avoiding death) or liberally on unwilling slaves. Most Lifejammers are found on Neogi ships, but some pirate captains have them as back-up power and use them carefully on willing crew only in emergencies. The cage is connected to a spiked throne where the Helmsman directs the ship. Series Helm Cargo Space: 1 Cost: 75,000 gp per linked helmut SP: 1 per Helmut Employed mostly by Illithids, the series helm looks a lot like interconnected metal helmuts hooked up to silver chains organized in a line. The Illithids channel their innate mindblasting ability into the helmuts in succession, and this psionic energy is channeled into the Helm (resembling a throne) where the Helmsman then directs the ship. As long as the helmuts are being used the ship has a constant supply of energy. It has been theorized that other humanoids with different innate spell-like abilities might be able to employ this technique, but little practical research has been documented. Brain Pool Helm Cargo Space: 1 Cost: 500,000 gp (Illithid only) SP: 5 Exclusive to Illithids, this type of Helm channels the juggernaut of psionic power known as an Elder Brain. The Elder Brain is the helm, helmsman, and captain all at once. If two Elder Brain controlled ships enter the same 5 mile radius of one another it is always uncertain what the outcome will be. Most spaceborn Elder Brains have learned through countless centuries that sometimes it is wiser to forge alliances rather than lose resources in a stalemate. The more egocentric, younger Elder Brains often attempt to dominate everything in reach and destroy any who resist them. Particulary foolish adventurers have been reported attempting to pirate these Brain Pool powered ships, only to join the Illithid. Some paranoid Elder Brains secure backup power sources with Series Helms or Standard Helms. Orbus Helm Cargo Space: 1 Cost: 300,000 gp (Beholders only) SP: 1-5 (1 Per Orbus) An Orbus is a pathethically hideous variant of Beholderkind. They look like pale, blind Beholders with milky skin over all their eyes. Bred to serve spacefaring Beholders, they have no will other than to power a ship. An Orbus sits in a carved stone socket near the center of ship. Much like a Series helm, for every Orbus in a chain of connected sockets (up to 5), the ship recieves 1 SP. It is possible for other races to command Orbi to power their ships if outfitted with an Orbus Helm, but Beholders often disintegrate their Orbi before allowing them to fall into "filthy degenerate hands." Orbi are Medium sized Abberations, have an AC of 10, HP of 50, no attacks, and when attacked can Cry for Beholder aid as an Action, granting all Beholders on a ship Advantage on all attacks for one round. Eye rays used against enemies during this round are particulary effective and enemies roll their saving throws at Disadvantage. 2
Spelljammer Ship Stat Blocks Explained The following stat blocks contain all relevant information for running Spelljammer ships in your D&D 5th Edition Campaign. Here is a brief explanation of the terms used in each of the stat blocks: Length/Width: The physical dimensions of the ships longest and widest sections. Size: Each ship is classified under one of 5 sizes. The sizes in order are: Large, Huge, Gargantuan, Collosal, and Awesome. These size categories are based off the Tonnage of the ship and affect how much damge the ship can do by ramming into something. Damage for Ramming is included in each stat block. Hull Cost: This is the cost in gold that just the hull of the ship would sell for at standard retail price. This price will fluctuate based on the seller and the market. This is only a suggested starting point. Armor Class: How difficult the ship is to damage. Functions exactly the same as a creature's Armor Class. Hit Points: Same as creatures. Damage Threshold: Ships have immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the ship's damage threshold is considered superficial and doesn't reduce the ship's hit points. Tonnage: How big the ship is in Tons (1 Ton is 2700 square feet) determines how much fresh air it can carry around it through space. 1 Ton affords 1 Medium Humanoid enough air to live comfortably for 4 months before needing to worry about choking to death. Minimum Crew: This is the number of humanoids the ship would need in order to be fully functioning, ie. with a Helmsman and every Armament fully manned in order to fire once every round. Cargo Used/Total: Every ship has a number of Cargo Space (in Tons) equal to 40% of its total tonnage. Cargo Space used is based on a Helm (1 Cargo Space for Standard Helms) and all of its Armaments. Remaining Cargo Space can fit goods, creatures, additional Armaments, Repair Materials or anything else. DEX Save: This number serves multiple functions. It is the maximum Ship Power (SP) a ship can contain at one time from a Spelljam Action. Half of this number is the amount of facings a ship can turn after a Move Ship Action. Additionally this number is the bonus to rolls for escaping Ship Grapples. If a DEX Save is zero, the Ship Stat Block will also list the maximum hexes a ship can move and each facing change costs the ship 1 SP. CON Save: This number represents how resilient the ship is and is based on what material the ship is made of. This is the bonus added to avoid taking full damage from a Ram Attack, Heavy Weapons, or damage from creatures. The DC's to avoid damage from Heavy Weapons are: Light: 15, Medium: 20, Heavy: 25. A successful saving throw means the ship takes half damage from the Heavy Weapon attack. The DC's for avoiding Spell Damage is the Spell Save DC. Regardless of what a spell lists as a saving throw to avoid damage from it, this save is always a CON Save for a ship. A succesful save means the ship takes half damage from a spell attack, even if the spell says When a ship takes the Ram Enemy Ship Action, the helmsman of the ramming ship must make a DC 20 CON Saving Throw or the ship takes half the damage it does for the ram attack. On a success the ramming ship takes no damage. Damage Immunities: As for creature stat blocks. Most ships are immune to Poison and Psychic Damaage, as they are inanimate objects. Some ships have additional immunities based on their construction. Power Type: The type of Helm a typical ship uses for power. Landing: Indicates if the ship can land on solid ground, water, both, or neither. Primary Uses. What the ship is predominantely used for. Armaments. Heavy Weapons, Ramming Equipment, or Special Equipment that utilizes the Engage Power Ship Action. Heavy Weapons list how many actions it takes to load, aim, and fire it. If a creature spends their Action and their Movement on their turn to use the Heavy Weapon that counts as 2 Actions. Roles on a Spelljammer Helmsman Makes Saving Throws for the Ship, fuels the helm with spell slots. Navigator Makes Perception and Investigation checks to scan the horizon, has Advantage if using a spyglass. Sets the course for the ship either with or without a Starchart. Quartermaster Is in charge of general ship Inventory, keeping track of Cargo Used/Total, and Ship Repairs. Master Gunner Is in charge of Heavy Weapon use, repair, and ammunition. 3
Source: Lorebook of the Void Tyrant Ship, © 1989 Wizards of the Coast, Inc. The tyrant ships are the most diverse class of ships in fantasy space. They look like walnut shells, huge eyeballs, shells carried by squid like tentacles - even huge beholders. The above stats apply to a "typical" tyrant ship, but there are commonly both larger and smaller tyrant ships in the spaceways. The individuality of the tyrant ship reflects the individual nature of the beholder races. While all beholders share the same basic form and abilities, the creatures' genetic lines are plastic, such that small regional differences result in radically different looking creatures. The trouble is that all beholders have their own ideal as far as perfection, and they consider all other species of their race mutants, suitable only for elimination from the gene pool. Each tyrant ship reflects the individuality and racial paranoia of its master. Each ship also is a reflection of its own subspecies. But all share the same basic structure: a concave "shell" indented with small pockets. These pockets are the resting place of the beholders, tentacles down. At the center of the bowl usually rests the eye mother, surrounded by a number of orbi. Beholder ships usually lack weapons, but make up for it with one of the most terrifying weapons in space: The combined force of a large number of beholders in a single place. A "beholder circuit" of common beholder, orbus, and a queen can provide a beam of magical energy about 1,200 feet (4 Hexes in tactical combat) in length and up to 300 feet across at the base (1 Hex). Beholder ships can alternatively employ their synergized Anti-Magic Ray and knock out a Spelljamming helm (a magical item) and render it useless. The good news is if the Beholder ship has an active Anti-Magic Ray it cannot use it's Eye Beam Weapon that same round, it must use one or the other. There are three general types of beholders bred to the task of space travel. One is the common beholder of which most groundlings live in fear; the intelligent eye tyrant. These beholders are the only type that cans survive without the others, and it is believed that their presence on many planets is the result of crashed ships. The common beholder makes up the bulk of the tyrant ship's crew. One to six orbi surround the central queen. These are the creatures that provide the ship's spelljamming power. They channel the energy of the other beholders into a motive force. An orbus can do this as long as the common beholder is in the circuit, but needs the queen to provide direction. The term beholder queen is a misnomer. Beholders are sexless, but show personality traits that outsiders tend to interpret as male or female properties. The queen rests at the center of the shell, the ultimate captain, controlling the actions of all the crew. All the ship's energies pass through her massive central eye in attacks. 4 Beholder Eye Tyrant Length: 100 ft., Width: 100 ft. Size: Huge, 32 (4d10+10) Bludgeoning Hull Cost: 100,000 gp Armor Class: 20 Hit Points: 200 Damage Threshold: 25 Tonnage: 30 Minimum Crew: 3 Cargo Used/Total: 1/12 DEX Save: +4 (2 Facing per Move) CON Save: +8 Damage Immunities: Acid, Fire, Poison, Psychic Power Type: Orbus (1-6) Landing: None Primary Uses Purification Armaments Eye Beam Weapon. 4 Hexes Long by 1 Hex Wide, see Beholder (MM pg 28) Anti-Magic Ray. 1 Hexes Long by 1 Hex Wide, See Beholder (MM pg 28)
Source: Lorebook of the Void Dragonfly, © 1989 Wizards of the Coast, Inc. The Dragonfly, similar to the Tradesman, is one of the workhorses of wildspace. Its small size and good maneuverability make it ideal for transporting small groups, very important persons, and small packages. These features also make the dragonfly the ideal ship for smuggling and fast exploration. The dragonfly also is highly recommended as a wizard's ship. A truly antisocial mage can load most of his supplies on board and turn the dragonfly into a mobile laboratory and workshop, placing himself literally millions of miles from nowhere. There he can work in relative peace. A large number of dragonfly hulks found in various systems were once used for this purpose, abandoned when their masters moved on or died as a result of their experiments. 5 Dragonfly Length: 100 ft., Width: 20 ft. Size: Large, 21 (2d10+10) Bludgeoning Hull Cost: 40,000 gp Armor Class: 12 Hit Points: 100 Damage Threshold: 15 Tonnage: 10 Minimum Crew: 3 Cargo Used/Total: 2/4 DEX Save: +4 (2 Facing per Move) CON Save: +3 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Land Primary Uses Adventuring, Smuggling Armaments Light Ballista. AC 10, HP 30, ATK +8, R 6/12, DAM 14 (3d8) Piercing, 2 Actions
Source: Lorebook of the Void Dragonship, © 1989 Wizards of the Coast, Inc. The oriental empire of Shou Lung of the world Toril has dabbled in space exploration. In fact, Shou Lung's approach to space exploration is typical of the oriental nations throughout known space. While "western" nations dismiss space travel or turn their attentions to more militaristic ends, the oriental nation pushes its experimentation with fantasy space forward. The dragonship of Shou Lung is an example of such experimentation and reflects the mindset of an organized groundling empire reaching into space. The Shou dragonship is boatish, and suffers in space - as all groundling craft do. The helm is located below decks in the rear, with a domes opening above to allow a clear view of space and the captain. The large structure on the deck itself is a small shrine to the crew's venerated gods and ancestors, to the Path and the Way, and to the emperor, by whose hand the entire mission is set into effect. A typical Shou dragonship has both a captain and a helmsman. Perhaps the most important post on a Shou ship belongs to the recorder. The recorder's task is to keep notes on all encounters, collect specimens and trophies, and to act as the official diplomat from Shou Lung. To that end, each recorder is given a number of blank scrolls of official greeting from the emperor. The recorder is empowered to fill in the name of the appropriate race and present them. The crews are armed with repeating crossbows, a groundling invention that has found great favor in space, making Shou crews both respected and feared. Of course, if you cast your bread upon the waters, some of it will turn soggy. A large number of captains and recorders exposed to the marvels of wildspace space suddenly wonder why they would throw in with some small time emperor when there are whole worlds out there to be discovered or even conquered. The result is a large number of dragonships no longer loyal to the emperor, cruising around the sphere, taking what they need. Such ships end up in the hands of adventurers, merchants, pirates, and other "free agents" of space. These ships reflect their owner's needs - armor plating or increased maneuverability, more weapons (up to three more heavy weapon mounts), and alternate power sources. 6 Dragonship Length: 150 ft., Width: 20 ft. Size: Gargantuan, 43 (6d10+10) Bludgeoning Hull Cost: 60,000 gp Armor Class: 15 Hit Points: 400 Damage Threshold: 15 Tonnage: 50 Minimum Crew: 10 Cargo Used/Total: 4/20 DEX Save: +2 (1 Facing per Move) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Adventuring, Exploration Armaments 2 Medium Ballista. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions Alchemist Fire Projector. AC 10, HP 50, DC 15 5', R 1/2, DAM 17 (3d10) Fire, 3 Actions
Source: Lorebook of the Void Dwarven Citadel, © 1989 Wizards of the Coast, Inc. Dwarven Citadels are massive affairs, even the smallest Citadel that a forge can power is 300 tons in size. They can carry up to 300 dwarves comfortably, and many more if need be. They are festooned with heavy weapons, with most Citadels carrying one ballista or catapult for every ten tons of size. The vessels are solidly built, a dwarven Citadel is not destroyed in battle, save by powerful magic or literally days of pounding. The Citadel might be taken, however, after a prolonged and bloody boarding action, or if the Citadel's air envelope can be somehow corrupted. Architectually Citadels greatly resemble dwarven strongholds built in mountains or hills on groundling worlds. The surface features include a strongly guarded gate, on Citadels this is usually next to a dock or landing strip for vistors. Other smaller, gates will dot the Citadels surface, some obvious and equally well guarded, others hidden from view, and nigh impossible to detect from outside the Citadel itself. Other surface features include towers and barbicans for the ship's defensive armaments. These surface features will often be along only one side of a Citadel, the 'topside'. The bottom is usually devoid of such features, to make working among larger astroids much easier. On the inside, Citadels follow typical dwarven planning, with a plethora of traps and hidden passages. Guard animals and automatons are often available. Some Citadels favor smokepowder weapons, others prefer the more traditional torsion and counterweight seige weapons. In fact, Dungeon Masters with little time could easily convert a dwarven cavern complex from almost any WotC product into the deck plan for a dwarven citadel. The only major requirement, of course, are the facilities for the spelljamming forge, which resemble a normal dwarven forge. 7 Dwarven Citadel Length: 200 ft., Width: 200 ft. Size: Awesome, 65 (10d10+10) Bludgeoning Hull Cost: 100,000 gp Armor Class: 20 Hit Points: 2700 Damage Threshold: 25 Tonnage: 300 Minimum Crew: 89 Cargo Used/Total: 22/120 (excluding barracks) DEX Save: -2 (Max Move 3) CON Save: +8 Damage Immunities: Acid, Fire, Poison, Psychic Power Type: Forge Helm Landing: None Primary Uses Homebase, Warship, Abandoned. Armaments 4 Heavy Catapult. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions 8 Medium Catapult. AC 13, HP 60, ATK +4, R 4/8, DAM 28 (5d10) Bludgeoning, 4 Actions 4 Heavy Jettison. AC 14, HP 80, DC 18 15', R 1/2, DAM 21 (7d6) Bludgeoning, 4 Actions
Source: Lorebook of the Void Elven Armada, © 1989 Wizards of the Coast, Inc. The largest of the elven ships (aside from the unconfirmed rumours of dreadnoughts made from starfly plant mothertrees), the Armada is reserved exclusively for the use of the Imperial Elven Navy, and individual elven nations. Possession of an Armada by other races or factions is punishable by death at the hands of the Imperial Elven Navy, both for the user and the individuals who provided the craft. The elven Armada is built along a butterfly-like body created from the magically-modified fruit of the starfly plant, but the wings are straightened and strengthened such that the upper surfaces form a landing surface for Flitters. A typical Armada will carry a total of 40 Flitters, five of which have magical helms, and the rest of which are de-powered. This is possible because elves only use major helms on their Armadas. The chief use of the Armada is as a base for large military actions against other factions, races, or planets. Their heavy firepower and their use of large numbers of Flitters makes them a dangerous weapon. The Flitters carried by an Armada are used as messengers, landing craft, and fighters, carrying archers and mages to target enemy weapon emplacements and crew. The heart of an Armada's operation is in the forward bridge, located in the 'head' of the butterfly. This is the location of the helm and the captain's station. An auxiliary bridge is located in the tail of the craft, just foreward of the jettisons. This auxiliary bridge is equipped with a full set of charts and a second major helm (this second helm is often not as powerful as the primary, and an Armada forced to use it may need to abandon some or all of its Flitters). The Armada is the backbone of the elven fleet and often serves as the heart of military operations. A standard fleet may contain a single Armada, or 10 or more acting in unison, supported by a fleet of Men-o-War and hundreds of Flitters. 8 Elven Armada Length:300 ft., Width: 30 ft. Size: Awesome, 65 (10d10+10) Hull Cost: 500,000 gp Armor Class: 15 Hit Points: 900 Damage Threshold: 15 Tonnage: 100 Minimum Crew: 44 Cargo Used/Total: 13/40 DEX Save: +2 (1 Facing per Move) CON Save: +5 Damage Immunities Poison, Psychic, Lightning Armament 5 Heavy Ballistas, 5 Heavy Catapults, 2 Heavy Jettisons Ship Power Major Helm Landing: None Landing. None Primary Uses Military, Command Post Armaments 5 Heavy Ballistae. AC 15, HP 70, ATK +4, R 2/4, DAM 32 (7d8) Piercing, 3 Actions 5 Heavy Catapults. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions 2 Heavy Jettisons. AC 14, HP 80, DC 18: 15' radius, R 1/2, DAM 21 (7d6) Bludgeoning, 4 Actions
Source: Lorebook of the Void Flitter, © 1989 Wizards of the Coast, Inc. One of the smallest standard ships in space, the Flitter is also one of the most common. The small butterfly-like craft is grown, like many other elven ships, from the fruit of the starfly plant. The process for growing living ships from this plant remains one of the most closely-guarded secrets of the elves. Like many other elven craft, Flitters continue to grow and must be maintained. This maintenance consists of periodic pruning to keep the craft from becoming overgrown and unwieldy (see the Wild Flitter listed below). While any serious damage to the fragile Flitter will destroy it (killing the ship in the process), minor damage will heal in time. This healing can be accelerated by grafting in pieces of wood. The 'wings' of the Flitter are as flexible as the petals of a flower, unlike most other elven-grown ships, which typically have wings whose flexibility is more similar to that of a young sapling. This allows the wings to be furled up, so that other ships can carry Flitters in relatively compact spaces. This also provides the motive force for Flitters which lack spelljamming helms. A Flitter without a helm can travel at SP 2 by flapping its wings in a distinctive rippling motion (it is this motion which gives the Flitter its name). The movement of the wings is organic, and is impossible in a craft which has died, or which is overgrown (the wings of an overgrown craft become too brittle to withstand such motion). The living ship has been magically modified by the elves during growth to respond to pressure in certain areas within the body of the craft, such that a pilot need only apply pressure in the appropriate places to encourage the Flitter to fly. Of course, acheiving spelljammer speeds without a helm is not possible, making a depowered Flitter useful only for short distance travel. The same mechanism is used to maneuver the ship even when it is powered by a spelljamming helm. 9 Elven Flitter Length:20 ft., Width: 5 ft. Size: Large, 21 (2d10+10) Ramming Damage Cost: 10,000 gp Armor Class: 12 Hit Points: 60 Tonnage: 2 Minimum Crew: 1 Cargo Used/Total: 1/2 DEX Save: +6 (3 Facing per Move) CON Save: +5 Damage Immunities: Poison, Psychic, Lightning Power Type: Minor or Major Helm or Solar Charged Ship Power: (Solar Charged) SP 2-3 Landing: Land & Water Primary Uses Messenger, Scout, Landing Craft, Small Fighter Special Configurations Landing Craft or Small Fighter. No Spelljamming Helm, Small Elven Solar Charged Engine SP 2. Allows Pilot to board other ships or fight from Flitter without worrying about Spelljamming. Firewind. No Spelljamming Helm, Medium Elven Solar Charged Engine SP 3. Loaded with kegs of Smokepowder. The Firewind is a suicide craft. When the kegs are ignited with a timed fuse and the Firewind is crashed into its target the target takes 70 (20d6) Fire Damage in a 10 foot radius for each keg in addition to ramming damage. Pilots are encouraged to eject before the ship crashes into its target.
Source: Lorebook of the Void Man-O-War, © 1989 Wizards of the Coast, Inc. The man-o-war is a highly maneuverable, well-built ship. These elven ships are grown from glossy relatively brittle plants, giving them their shiny, ethereal appearance. The ships remain "alive," much like a tree, throughout their life. The man-o-war's crystalline wings require constant pruning and shaping to keep the ship from becoming too unwieldy. 10 Elven Man-O-War Length:200 ft., Width: 20 ft. Gargantuan: 43 (6d10+10) Hull Cost: 100,000 gp Armor Class: 13 Hit Points: 500 Damage Threshold: 15 Tonnage: 60 Minimum Crew: 14 Cargo Used/Total: 5/24 DEX Save: +4 (2 Facing per Move) CON Save: +5 Damage Immunities: Poison, Psychic, Lightning Power Type: Minor or Major Standard Helm Landing: None Primary Uses Elven Armada, Adventuring Armaments 2 Medium Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions 1 Medium Catapult. AC 13, HP 60, ATK +4, R 4/8, DAM 28 (5d10) Bludgeoning, 4 Actions 1 Medium Jettison. AC 13, HP 60, ATK DC 16: 10' radius, R 2/4, DAM 14 (5d6) Bludgeoning, 3 Actions
Source: Lorebook of the Void Galleon, © 1989 Wizards of the Coast, Inc. The galleon is the best ocean going craft that groundling nations can bring into space. It is nothing more than a sailing ship with the spelljammer helm-purchased or salvaged from some wreck-attached. Of the peoples of the known worlds, only the nation of Shou Lung on Toril sponsors a realistic approach to space travel. Other nations dabble, though, and the most thoughtful of them use the galleon as their vessel of choice. Bulky and slow, it still gets the job done, and its large cargo hold carries a great deal of spoils from other lands. 11 Galleon Length: 130 ft., Width: 30 ft. Size: Huge: 32 (4d10+10) Ramming Hull Cost: 50,000 gp Armor Class: 13 Hit Points: 300 Damage Threshold: 10 Tonnage: 40 Minimum Crew: 10 Cargo Used/Total: 4/16 DEX Save: 0 (Max Move 3) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Trading, Exploration. Armaments 1 Light Catapult. AC 12, HP 40, ATK +5, R 5/10, DAM 17 (3d10) Bludgeoning, 3 Actions 2 Medium Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions
Source: Lorebook of the Void Gnomish Sidewheeler, © 1989 Wizards of the Coast, Inc. Each Gnomish Junker is unique. Each ship is built from collected scrap, odd inventions, and leftover bits from other ships. Gnomish individualism and personality is found in each Junker, so no two look exactly alike. For that matter, the same Gnomish Junker will look different over time, as the gnomes modify portions of the ship to their own needs. New portholes and accessways cross the ship as weapon turrets are added and discarded. Gnomes are more interested in salvage than standard repairs and refit, so the scraps of two or more ships are often brought together to form one hybrid vessel. Steam Helms make a nifty way to travel through wildspace without requiring a spellcaster, but they are often feared by many captains within the Phlogiston. Most Junkers are left unharrassed while travelling The Flow because if the crew decides to jump ship and rig the Steam Helm to explode, any ship in a 2,700 foot diameter will be blasted for an average of 96 damage. 12 Gnomish Junker Length: 120 ft., Width: 25 ft. Size: Huge, 32 (4d10+10) Ramming Hull Cost: 40,000 gp Armor Class: 13 Hit Points: 200 Damage Threshold: 20 Tonnage: 30 Minimum Crew: 3 Cargo Used/Total: 2-12/12 DEX Save: 0 (Max 3 Move) CON Save: +10 Damage Immunities: Poison, Psychic Power Type: Steam Helm Landing: None Primary Uses Transport, Exploration, Smuggling. Armaments Jump Ship! Junker uses both the Escape Pods and Pressurized Blast. Escape Pods. 1-10 Escape Pods (Each 15ft by 15ft, 1 Ton/1 Cargo Space, capable of fitting 8 Medium Humanoids and sustaining them for 4 months with Fresh Air.) Escape Pods shoot away from Junker at 12 spaces/round (3,600ft) until they come in contact with another Spelljamming Ship or a Celestial Body size A or greater. Once close to another vessel or Celestial Body, the Escape Pod will attempt to "land" at a rate of 30ft per round. Pressurized Blast. Steam Helm is set to explode in 1 round. Explosion has a 3 Hex diameter centered on Junker. Everything in explosion radius must succeed on a DC 20 DEX Save or take 18 (4d8) fire damage and 42 (4d10+20) piercing damage. If the Junker explodes in the Phlogiston the fire damage and explosion diameter are tripled.
Source: The Legend of Spelljammer: Captains and Ships Gnomish Whelk, © 1991 Wizards of the Coast, Inc. The Whelk is a grown ship, much like the elven Flitters and Armadas. In fact, the Whelk was developed by forest gnomes working with elven shipwrights, and using modified versions of the spells used by the elves to grow their ships. Whelks appear as spiralled sea shells dotted by sharp spikes along the whorls, traveling large-end first through the void. The graceful design of the Whelk is in sharp contrast to most gnomish designs, which tend to be hodgepodges of different ships and naval architectural styles, as if the designer was changing his mind as he built it (an impression which is often accurate). This is because the Whelk is not built by the tinker gnomes familiar to spacefarers, but is instead built by the more reclusive forest gnomes, specifically illusionist forest gnomes who enjoy a loose alliance with the Imperial Elven Navy. 13 Gnomish Whelk Length: 125 ft., Width: 35 ft. Size: Huge, 32 (4d10+10) Ramming Hull Cost: 60,000 gp Armor Class: 14 Hit Points: 300 Damage Threshold: 13 Tonnage: 40 Minimum Crew: 8 Cargo Used/Total: 4/16 DEX Save: +2 (1 Facing per Move) CON Save: +5 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Both Primary Uses Scouting, Mercenary. Armaments 1 Medium Catapult. AC 13, HP 60, ATK +4, R 4/8, DAM 28 (5d10) Bludgeoning, 4 Actions 1 Medium Jettison. AC 13, HP 60, ATK DC 16: 10' radius, R 2/4, DAM 14 (5d6) Bludgeoning, 3 Actions Piercing Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Piercing
Source: The Legend of Spelljammer: Captains and Ships Great Bombard, © 1991 Wizards of the Coast, Inc. The Great Bombard resembles a single-decked groundling bireme, and indeed such a craft actually served as the frame for the first of these ships. The rowing banks are planked over, and the prow is removed and replaced with a huge bombard of cold iron banded with steel rings, which runs half the length of the ship. The bombard is also typically capped with a great brass blunt ram, which is usually ornately sculpted, often in the shape of a giff's head. Great Bombards carry pre-measured tin drums, each of which carries enough smokepowder (64 oz.) for a single shot from the great bombard. Any fire damage against a Great Bombard has a 5% chance of igniting the powder stores, and causing a massive explosion. Virtually all of the two dozen or so Great Bombards which are known to exist serve as mercenary warships, hiring out their services to the highest bidder. The Great Bombard is the giff super-weapon - a mobile platform with a big gun on it, capable of knocking most of its opponents into the next crystal sphere. As the ship is dominated by its gun, so too the captain and crew are dominated by their need to acquire enough smokepowder to fire the great bombard. As a result, Great Bombards must be continually employed as mercenaries in order to afford the huge weapon's ammunition. Great Bombards are usually hired by factions with small or non-existant fleets of their own, as they are often used as intimidation weapons more than anything else. In large fleet actions, the Great Bombard is almost as great a danger to friends as it is to foes. The Great Bombards in known space form a loose brotherhood of giff known as the Cult of the Gun. All captains are members by the very act of possessing the Great Bombard, and one captain will never fire upon another for fear of damaging the weapon. 14 Great Bombard Length: 155 ft., Width: 30 ft. Size: Gargantuan, 43 (6d10+10) Ramming Hull Cost: 100,000 gp Armor Class: 14 Hit Points: 400 Damage Threshold: 10 Tonnage: 50 Minimum Crew: 10 Cargo Used/Total: 5/20 DEX Save: 0 (Max Move 3) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Mercenary, Military Armaments 1 Great Bombard. AC 20, HP 100 (Same as Blunt Ram), ATK +7, R 5/10, DAM 65 (10d12) Bludgeoning, 5 Actions. (Uses 64 oz. Smokepowder per shot.) (2 cargo space) 2 Light Ballistae. AC 10, HP 30, ATK +8, R 6/12, DAM 14 (3d8) Piercing, 2 Actions 1 Blunt Ram. AC 20, HP 100 (Same as Great Bombard), ATK +3, DAM 17 (3d10) Bludgeoning
Source: Lorebook of the Void Hammership, © 1989 Wizards of the Coast, Inc. Another standard human ship of space, the hammership is large and powerful, capable of withstanding large amounts of punishment and dealing out a massive amount with its blunt ram. If the squid ship is the light warship of space, this is the heavy galleon. Hammerships are found, with small modifications to their design throughout all known space. The hammership's design has been relatively unchanged, such that hulks several millenniums old resemble those under construction in the asteroid dry docks of the Arcane. Even the elves and mind flayers, with their own distinctive ships, use the hammership design for their ships used in workhorse and supply situations. 15 Hammership Length: 250 ft., Width: 25 ft. Size: Gargantuan, 43 (6d10+10) Ramming Hull Cost: 50,000 gp Armor Class: 14 Hit Points: 500 Damage Threshold: 10 Tonnage: 60 Minimum Crew: 12 Cargo Used/Total: 5/24 DEX Save: +2 (1 Facing per Move) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Trading, Piracy, Military Armaments 2 Heavy Catapults. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions 1 Heavy Ballista. AC 15, HP 70, ATK +4, R 2/4, DAM 32 (7d8) Piercing, 3 Actions 1 Blunt Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Bludgeoning
Created by: Andrew Allen Source: Spelljammer.org The marlin is popular for scouting missions in territories where an insect-class ship may not be robust enough to survive. In this capacity, it is well represented in human, elven, dwarven, and some gnomish navies. The ship is also coming under the scrutiny of illithid navies for the same uses. As with other ships this size, the marlin is popular with merchants specializing in the 'small package trade'. Their owners often heavily modify these ships. Some navies modify marlins with more offensive capability, and group them in squadrons of three or more. Fighting in concert, these 'schools' can be a force to be reckoned with. 16 Marlin Length:120 ft., Width: 20 ft. Large: 21 (2d10+10) Hull Cost: 45,000 gp Armor Class: 15 Hit Points: 150 Damage Threshold: 10 Tonnage: 20 Minimum Crew: 8 Cargo Used/Total: 3/8 DEX Save: +4 (2 Facing per Move) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Scouting, Smuggling Armaments 1 Medium Catapult. AC 13, HP 60, ATK +4, R 4/8, DAM 28 (5d10) Bludgeoning, 4 Actions 1 Med Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions
Source: Lorebook of the Void Nautiloid, © 1989 Wizards of the Coast, Inc. The Nautiloid is the standard ship of the line of the various illithid nations, and reflects the nature of the race. Its coiled shell provides the comfort of enclosed spaces while protecting the mind flayers from the irritating rays of the sun. A standard mind flayer crew numbers 10 illithids, plus 2-5 additional mind flayers, depending on the number of series helms in use. The number of helms determines the SR of the ship. A mind flayer ship has a single captain and first officer, with the remainder of the illithids on board being crew. A Nautiloid will also typically carry between 12 and 20 slaves, which will usually be humans, dwarves, elves, or other demihumans. The illithids prefer to use expendable slaves to man the weapons, while the mind flayers remain safely within the ship's armoured shell. The slaves are also used as boarders in combat (backed up by illithid mind blasts), and as rations on long voyages, so the rate of attrition amongst them is high. The captain oversees the ship from the command station, while the first officer is usually stationed near the catapult on the battle deck. Since the battle deck is the most likely place for any enemy boarders to attack the ship, it is a dangerous location, so the first officer's position is not envied. As a result, the first officer is usually conspiring to take the place of the captain. No position is completely safe on a mind flayer ship, however, since assassination is a relatively common form of illithid advancement. Nautiloid pirates are relatively common, and use the configuration and crewing given above. Nautiloid pirates are always looking to replenish their stock of slaves, as well as take anything that isn't nailed down from other ships. Typical tactics involve firing off a salvo from the weapons before ramming and boarding, using mind blasts and other mental powers to incapacitate as many enemy crew as possible, while the slaves fight those enemies who are still able to fight back. Since it is not obvious at first glance if a given Nautiloid is a pirate or a trader, most other races attempt to avoid Nautiloids wherever possible, although in some areas of space they are attacked on sight (most organizations put up with them, however, since illithid traders often form a significant part of the economy). 17 Nautiloid Length: 180 ft., Width: 30 ft. Size: Huge, 32 (4d10+10) Ramming Damage Hull Cost: 40,000 gp Armor Class: 16 Hit Points: 300 Damage Threshold: 10 Tonnage: 40 Minimum Crew: 16 Cargo Used/Total: 6/16 DEX Save: +2 (1 Facing per Move) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Series Helm or Brain Pool Landing: Water Primary Uses Mind Flayer Military, Trading, Piracy Armaments 3 Medium Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions 1 Medium Catapult. AC 13, HP 60, ATK +4, R 4/8, DAM 28 (5d10) Bludgeoning, 4 Actions Piercing Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Piercing
Source: Lorebook of the Void Neogi Deathspider, © 1989 Wizards of the Coast, Inc. One of the largest of the standard ships of space, the deathspider is the pride and joy of the neogi, a deadly xenophobic race of slavers and murderers. Its large size and distinctive shape make the deathspider easily recognizable in space. As a result, it is usually attacked on sight. The neogi deathspider is divided into the command section and the cargo pits. The command section is in the forward half of the vessel and contains the bridge, the spelljammer helm, and the crew's quarters. The larger "abdomen" of the craft is used as weapons platform, cargo space and slaves' quarters. The top half of the abdomen can slide back to reveal a small citadel perched on the lower haunches. This structure is normally only revealed in battle situations, since the deathspider's weapons platforms are usually located there. 18 Neogi Deathspider Length:175 ft., Width: 50 ft. Awesome: 65 (10d10+10) Hull Cost: 75,000 gp Armor Class: 15 Hit Points: 900 Damage Threshold: 15 Tonnage: 100 Minimum Crew: 21 Cargo Used/Total: 8/40 DEX Save: 0 (Max 3 Move) CON Save: +6 Damage Immunities: Poison, Psychic, Fire Power Type: Major Lifejammer Landing: None Primary Uses Slave Carrier, Broodship Armaments 4 Heavy Ballistae. AC 15, HP 70, ATK +4, R 2/4, DAM 32 (7d8) Piercing, 3 Actions 2 Heavy Catapults. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions Grappling Ram. AC 15, HP 100, ATK +5
Source: Lorebook of the Void Neogi Mindspider, © 1989 Wizards of the Coast, Inc. The mindspider is a new ship; the general adventuring public knows little about it. This will change over time as the mindspider gathers the same reputation as the neogi deathspider (see below)---a deadly craft that should be attacked on sight. The mindspider is a lighter, faster and more maneuverable, stronger craft than the deathspider, but carries less weaponry. It is used in situations where subtlety or what passes in neogi terms for subtlety, is needed. Being a small ship, it cannot fully man its weapons and remain for long on its own, it is for this reason that it is found with deathspiders or not to far from a planet with breathable air. 19 Neogi Mindspider Length: 40 ft., Width: 15 ft. Huge: 32 (4d10+10) Hull Cost: 40,000 gp Armor Class: 16 Hit Points: 300 Damage Threshold: 20 Tonnage: 40 Minimum Crew: 8 Cargo Used/Total: 6/16 DEX Save: +4 (2 Facing per Move) CON Save: +10 Damage Immunities: Poison, Psychic Power Type: Minor or Major Lifejammer Landing: None Primary Uses Slave Capture, Piracy Armaments 2 Medium Catapults. AC 13, HP 60, ATK +4, R 4/8, DAM 28 (5d10) Bludgeoning, 4 Actions 1 Medium Jettison. AC 13, HP 60, ATK DC 16: 10' radius, R 2/4, DAM 14 (5d6) Bludgeoning, 3 Actions (Forward) Grappling Ram. AC 15, HP 100, ATK +5 (Rear) Piercing Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Piercing
Source: The Legend of Spelljammer: Captains and Ships Octopus, © 1991 Wizards of the Coast, Inc. A large ship reminiscent of the earthly cephalopod of the same name, the Octopus moves through the void in a manner similar to those creatures, its bulbous end first, trailing its armed tentacles. Originally designed as a convoy protector during the first unhuman war, its weapon layout earned it the nickname 'tailgunner' (although it turreted weapons actually have an excellent all-around field of fire). The Octopus was the result of an unlikely alliance between a group of neutral humans and illithids. The resulting hybrid has many illithid design features, but was intended to be piloted by human mages, and crewed by a combination of humans and a few mind flayers. The Octopus was intended to guard convoys, and some of the ships are still used as escorts to this day in dangerous areas of space. During the first Unhuman Wars these ships proved their worth, since they were powerful and versatile. After the defeat of the goblinkin, the need for large groups of ships travelling in convoys for protection diminished, and the human/illithid alliance which created these ships quickly broke up. Most of these ships were retired at that time, and their equipment salvaged for use on smaller, more maneuverable vessels. Recently, however, an enterprising illithid discovered a forgotten depot with a number of Octopus ships. These ships have been refitted, and sold off to anyone who could afford them, and the ship has begun to ply the spacelanes again. In the current political climate in the spheres, the Octopus is once again useful, and new versions of the ship are being built at several shipyards. 20 Octopus Length: 100 ft., Width: 60 ft. Colossal: 54 (8d10+10) Hull Cost: 70,000 gp Armor Class: 13 Hit Points: 600 Damage Threshold: 10 Tonnage: 70 Minimum Crew: 15 Cargo Used/Total: 7/28 DEX Save: +2 (1 Facing per Move) CON Save: +3 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm, Brain Pool Landing: Both Primary Uses Military, Piracy Armaments 2 Heavy Catapults. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions 2 Heavy Ballistae. AC 15, HP 70, ATK +4, R 2/4, DAM 32 (7d8) Piercing, 3 Actions (Forward) Grappling Ram. AC 15, HP 100, ATK +5 (Rear) Piercing Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Piercing
Source: Goblin's Return Scro Mantis, © 1991 Wizards of the Coast, Inc. The Mantis ship is water tight but do not land on water because its rear cargo doors being mounted so low. Its grappling ram is retractable and can be folded in under the front of the ship to allow an unobscured view of the forward portals. When landing on solid surface the arms must be raised out of the the way first. The razor-sharp crest on its back does 3d10 slashing damage whenever it grazes an enemy ship, as do each of the runners under the vessel. All of these weapons are designed to slice through the wings that exist on virtually all elven vessels. Once a ship is grappled, a boarding party waiting in the sally room shoots down a slide mounted in the mouth of the Mantis. The slide is slick enough that it requires an Athletics or Acrobatics check DC 25 to climb back into the Mantis. The mouth of the Mantis can be pulled shut as well. It takes two crewmen to work the winches that open and close the mouth. The spelljamming helm room is considered a holy place by the scro, one that can only be entered by the warpriest and the captian. Even the captian must have express permission of the warpriest to enter. Anyone needing to speak to the warpriest while he is at the helm must stand in the narror hallway that adjoins the room. Anyone breaking this taboo is immediately put to death. 21 Scro Mantis Length: 150 ft., Width: 30 ft., Size: Gargantuan, 43 (6d10+10) Ramming Hull Cost: 100,000 gp Armor Class: 16 Hit Points: 500 Damage Threshold: 20 Tonnage: 60 Minimum Crew: 17/75 Cargo Used/Total: 5/24 DEX Save: +4 CON Save: +10 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Land Primary Uses Raiding, Boarding Ships, Scro Military Armaments 2 Medium Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions Heavy Catapult AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions Grappling Ram. AC 15, HP 100, ATK +5
Created by Andrew Allen Source: Spelljammer.org There are a great many people who would like to know just who is responsible for the construction of these foul-looking ships. The arcane are not divulging any information, as usual, but the fact that they are offering a substantial reward for a complete skullship is an indication that they are as much in the dark as the rest of space's scholars. Those that have encountered these ships and survived report that they are apparently constructed from bone. Some have even construed that the ships are actually real skulls, magically enlarged, with decks built inside. Most sages scoff at this idea, for the skill of the caster would have to be truly colossal to attempt such a feat. The experts do agree that the materials used must undergo some magical enhancement, as the ship appears to be more hardy than it would be if constructed of bone alone. The primary danger posed by these ships does not lie in their physical weaponry, but with their crews. These ships have turned up in the hands of some of the most evil individuals that space has ever seen. The vast majority have been captained and crewed by undead. While the crews are of lesser undead, the captains have been spellcasting mummies and vampires, with several liches reported also. One disturbing tale tells of a skullship commanded by a death knight of extraordinary size and power. Those captains who are still among the living are always evil clerics or necromancers, with appropriate crews. 22 Skullship Length: 50 ft., Width: 65 ft. Huge: 32 (4d10+10) Hull Cost: 60,000 gp Armor Class: 15 Hit Points: 200 Damage Threshold: 13 Tonnage: 30 Minimum Crew: 18 Cargo Used/Total: 6/12 DEX Save: 0 (Max Move 4) CON Save: +2 Damage Immunities: Poison, Psychic, Necrotic Power Type: Minor or Major Lifejammer Landing: None Primary Uses Evil, Piracy Armaments 2 Heavy Catapults. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions 2 Heavy Ballistae. AC 15, HP 70, ATK +4, R 2/4, DAM 32 (7d8) Piercing, 3 Actions 1 Medium Bombard. AC 18, HP 70, ATK +5, R 3/6, DAM 33 (5d12) Bludgeoning, 3 Actions
Source: Lorebook of the Void Squidship, © 1989 Wizards of the Coast, Inc Many scholars believe that the original design for the squid ship was crested by revolting prisoners of an illithid slaveworld, who fused together elements of sea ships and the standard nautiloid design. Some sages point to the existence of such ships in spheres where the mind flayer is either extinct or unknown as proof against this theory, but the tale remains.The straight lines and good maneuverability of the squid ship make it one of the most popular vessels of its size. It is usually used for trading, exploration. and privateering. 23 Squidship Length: 250 ft., Width: 25 ft. Gargantuan: 43 (6d10+10) Hull Cost: 45,000 gp Armor Class: 15 Hit Points: 400 Damage Threshold: 10 Tonnage: 50 Minimum Crew: 11 Cargo Used/Total: 5/20 DEX Save: +2 CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Trading, Piracy, Military Armaments 1 Heavy Catapults. AC 15, HP 80, ATK +3, R 3/6, DAM 44 (7d10) Bludgeoning, 4 Actions 2 Medium Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions Piercing Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Piercing
Source: Lorebook of the Void Tradesman, © 1989 Wizards of the Coast, Inc The standard tradesman is the most common ship in civilized space, varying in weaponry and added features from Greyspace to Realmspace to the ends of fantasy space. It is used by nearly all races that can be found in wildspace. The tradesman is a common short range merchant ship, plying its way between the planets. The Tradesman is not well suited for combat and is easily overwhelmed by ships with heavy firepower. The tradesman is often a first ship for deep-space adventurers. 24 Tradesman Length: 120 ft., Width: 30 ft. Huge: 32 (4d10+10) Hull Cost: 15,000 gp Armor Class: 15 Hit Points: 200 Damage Threshold: 10 Tonnage: 30 Minimum Crew: 7 Cargo Used/Total: 3/12 DEX Save: +4 CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: None Primary Uses Trading, Adventuring Armaments 1 Light Catapult. AC 12, HP 40, ATK +5, R 5/10, DAM 17 (3d10) Bludgeoning, 3 Actions 1 Med Ballistae. AC 12, HP 50, ATK +6, R 4/8, DAM 23 (5d8) Piercing, 3 Actions
Source: Lorebook of the Void Wasp, © 1989 Wizards of the Coast, Inc The wasp is a relative of the dragonfly, built to suit the lizardfolk's physique. It is one of the few vessels designed first and foremost with the lizardfolk in mind, but even as such looks slapdash and poorly engineered. The lower decks of the central section are bowed outward and flooded for use by the lizardfolk and as a storage area for their pets. The raised hump on the wasp's back provides high ground for the ship's main turret, usually a ballista. Many lizardfolk ships carry "crew mascots" in the flooded bulkhead. These mascots are often schools of fish, such as grouper and sharks, and sometimes used to feed the lizard men (and provide a convenient method of disposing of unneeded prisoners). Some ships carry large creatures such as octopi, squid, or eyes of the deep. 25 Wasp Length: 80 ft., Width: 20 ft. Large: 21 (2d10+10) Hull Cost: 20,000 gp Armor Class: 14 Hit Points: 150 Damage Threshold: 10 Tonnage: 20 Minimum Crew: 4 Cargo Used/Total: 2/8 DEX Save: +4 CON Save: +4 Damage Immunities: Acid, Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Land Primary Uses Trading, Adventuring Armaments 1 Heavy Ballista. AC 15, HP 70, ATK +4, R 2/4, DAM 32 (7d8) Piercing, 3 Actions
Source: The Legend of Spelljammer: Captains and Ships Whaleship, © 1991 Wizards of the Coast, Inc. The heavy armored whaleship looks like the sea mammal it is named after, a huge sperm whale. It is as long as the squidship, but having many more decks which are enclosed and a huge blunt ram in the front. Titanic in size the whale ship is is perfect for hauling large bulk of freight and passengers. Its lack of maneuverability makes it ineffective as a combat craft, but whales have been used in that capacity in the past in large battles. Instead of the typical sails found on many ships, the whaleship has "flippers" for what little control the craft has. 26 Whaleship Length: 250 ft., Width: 25 ft. Colossal: 54 (8d10+10) Hull Cost: 80,000 gp Armor Class: 16 Hit Points: 700 Damage Threshold: 10 Tonnage: 80 Minimum Crew: 4 Cargo Used/Total: 3/32 DEX Save: 0 (Max Move 2) CON Save: +4 Damage Immunities: Poison, Psychic Power Type: Minor or Major Standard Helm Landing: Water Primary Uses Transport, Hauling Armaments 1 Medium Jettison. AC 13, HP 60, DC 16 10', R 2/4, DAM 14 (5d6) Bludgeoning, 3 Actions Blunt Ram. AC 15, HP 100, ATK +3, DAM 17 (3d10) Bludgeoning