Angelfish
Named for the legend of beautiful, winged creatures that descended from the heavens to heal fallen warriors, these basic but highly versatile ships were used mainly by kobold, though now they are used by privateers and as cheap cargo ships. The ship has a strong keel that ran down the bottom of the craft, with thick gunwales curving up and out from that keel. Wings were added to increase the ship's stability and maneuvering capabilities, which had the added bonus of making the Angelship well suited for maneuvering in planar atmospheres as well as maneuvering in the Astral Sea.
The interior of the Angelship has few rooms. The pack-like instincts of kobolds mean that they rarely constructed individual quarters, instead preferring to share cubbies found in hollow portions of the wings. The leaders of the ship slept together in the forward most chamber, directly behind the metal-tipped blunt ram.
Basic Statistics
Size
Most ships are Large, Huge, or Gargantuan. A ship’s size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.
Space
A ship doesn’t have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can’t move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described later in the “Crashing” section.
Capacity
A ship’s stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew required to operate the vessel and any passengers who might ride along. Passengers could include marines who repel boarders and lead the attack on monsters and enemy ships.
Travel Pace
A ship’s travel pace determines how far the vessel can move per hour and per day. A ship’s movement-related components (described later in the stat block) determine how far the vessel can move each round.
Ability Scores
A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. A ship’s Strength represents its size and weight. Dexterity represents a ship’s ease of handling. A ship’s Constitution covers its durability and the quality of its construction.
Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.
Vulnerabilities, Resistances, and Immunities
A ship’s vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.
Components
A ship is composed of different components:
Hull. A ship’s hull is its basic frame, on which the other components are mounted.
Control. A control component is used to steer a ship.
Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars.
Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.
A ship’s component might have special rules, as
described in the stat block.
Armor Class
A component has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness.
Hit Points
A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed. A ship component does not have Hit Dice.
Damage Threshold
If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage 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 damage threshold is considered superficial and doesn’t reduce the component’s hit points.
Actions
This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn’t have a move otherwise.
Angelfish
Gargantuan vehicle (Keel: 130 ft. / Beam: 135 ft.)
Creature Capacity 8 crew, 25 passengers
Cargo Capacity 21 ton
Flying Travel Pace: 9 miles per hour (216 miles per day)
Sailing Travel Pace: Can't land in water
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 12 (+1) | 0 | 0 | 0 |
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class 14
Hit Points 250 (damage threshold 15)
Control: Helm
Armor Class 12
Hit Points 50
Move up to the speed of one of its Spell Keel, with one 90-degree turn. If the helm is
destroyed, the Angelfish can’t turn.
Movement: Spell Keel
Armor Class 16
Hit Points 100; –20 ft. (1 hex) speed per 25 damage taken
Air Locomotion Magic converted into motion, speed 80 ft. If the keel is destroyed, the ship immediately crashes.
Astral Locomotion Magic converted into motion, speed 3 hexes. If the keel is destroyed, the ship drifts forward at 2 hexes until it crashes
Weapons: Ballistas (2)
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft.(3/12 hexes), one target. Hit: 16 (3d10) piercing damage.
Weapons: Mangonels (1)
Armor Class 15
Hit Points 100 each
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it)(4/16 hexes, can't hit within 2 hexes), one target. Hit: 27 (5d10) bludgeoning damage.
Ram
Armor Class 20
Hit Points 100 (threshold 10)
The Angelfish has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the angelfish.
Actions
On its turn, the warship can move using its helm. It can also fire its ballistas and mangonels. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons.
Crashing
If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.
When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.
Crash Damage
Size | Bludgeoning Damage |
|
---|---|---|
Small | 1d6 | |
Medium | 1d10 | |
Large | 4d10 | |
Huge | 8d10 | |
Gargantuan | 16d10 |
A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.
Repairing the Ship
At the end of the day, the ship's bosun can make a Strength check using carpenter’s tools. On a 15 or higher, each damaged component regains hit points equal to 1d6. Any components at 0 must be replaced, and any damaged pieces have a cost associated with repairs, though you can choose to not repair something if you wish not too. For each hit point you restore, you must spend the required coin to repair the component.
If repairing the Spell Keel, it requires a spell slot equal to half of the hit points recovered.
Alternatively, you can choose to repair one part of the ship, that specific part regains hit points equal to 3d6, but no other part of the ship is repaired.
Cost to Repair
Component | Cost per Hit Point |
---|---|
Hull | 3 gp |
Helm | 1 gp |
Spell Keel | 10 gp |
Ballista | 5 gp |
Mangonel | 5 gp |
Ram | 3 gp |
Your Angelship
Your angelship is badly damaged and need extensive repairs:
Angelship
Components | Current Hit Points |
---|---|
Hull | 250 HP |
Helm | 50 HP |
Spell Keel | 100 HP |
Ballista | 50 HP |
Mangeonel | 100 HP |
Ram | 80 HP |
New Weaponry
Ballista
Cost: 400 gp
Damage: 3d10 piercing damage
To-Hit: +6
Hit Points: 50 hp
Ballista, +1
Cost: 3,400 gp
Damage: 3d10 piercing damage + 1d4 magical damage (magical damage ignores damage threshold)
To-Hit: +7
Hit Points: 75 hp
Ballista, +2
Cost: 12,800 gp
Damage: 3d10 piercing damage + 2d4 magical damage (magical damage ignores damage threshold)
To-Hit: +8
Hit Points: 100 hp
Ballista, +3
Cost: 49,200 gp
Damage: 4d10 piercing damage + 3d4 magical damage (magical damage ignores damage threshold)
To-Hit: +9
Hit Points: 125 hp
Cannon
Cost: 1,000 gp
Damage: 4d10 bludgeoning, 4d10 piercing damage
To-Hit: +6
Hit Points: 100 hp
Cannon, +1
Cost: 4,000 gp
Damage: 4d10 bludgeoning, 4d10 piercing damage + 1d4 magical damage (magical damage ignores damage threshold)
To-Hit: +7
Hit Points: 150 hp
Cannon, +2
Cost: 14,000 gp
Damage: 4d10 bludgeoning, 4d10 piercing damage + 2d4 magical damage (magical damage ignores damage threshold)
To-Hit: +8
Hit Points: 175 hp
Cannon, +3
Cost: 51,000 gp
Damage: 5d10 bludgeoning, 5d10 piercing damage + 3d4 magical damage (magical damage ignores damage threshold)
To-Hit: +9
Hit Points: 200 hp
Mangonel
Cost: 500 gp
Damage: 5d10 piercing damage
To-Hit: +5
Hit Points: 100 hp
Mangonel, +1
Cost: 3,500 gp
Damage: 5d10 bludgeoning damage + 1d4 magical damage (magical damage ignores damage threshold)
To-Hit: +6
Hit Points: 125 hp
Mangonel, +2
Cost: 13,000 gp
Damage: 5d10 bludgeoning damage + 2d4 magical damage (magical damage ignores damage threshold)
To-Hit: +7
Hit Points: 150 hp
Mangonel, +3
Cost: 49,500 gp
Damage: 6d10 bludgeoning damage + 3d4 magical damage (magical damage ignores damage threshold)
To-Hit: +8
Hit Points: 175 hp
Psion Cannon
Cost: 13,000 gp
Damage: 6d10 force damage
To-Hit: User's Intelligence Saving Throw
Hit Points: 125 hp
Ammunition
Ballista Ammo
Cost: 5 gp ea
Notes: An oversized crossbow bolt with a large metal head. Great for piercing into wooden hulls.
Ballista Hook Ammo
Cost: 12 gp ea
Notes: An oversized crossbow bolt with large metal hooks with a 200' of rope attached to it.
Rope: Has 2 hit points and can be burst with a DC 17 Strength check.
Cannon Ammo
Cost: 15 gp ea
Notes: A cannonball with a smokepowder charge attached to the end of it.
Mangonel Ammo
Cost: 5 gp ea
Notes: A large boulder that can be lobbed into another vessel to severely ruin their day.
Psion Ammo
Cost: Intelligence Score Drain
Notes: The user of the Psion Cannon must use their Intelligence when firing the mindflayer weapon. The To-Hit is based off of their Intelligence Saving Throw, and they can fire it a number of times equal to their Intelligence score per long rest. Every time the Psion cannon is fired, the user must succeed on an Intelligence check DC 10 or suffer a drain to their Intelligence and it is decreased by 1.
If the user's Intelligence score falls to 0, the user is dies. The user regains 1d4 points of Intelligence drain after every long rest. If an item increases their Intelligence score, it has no effect on the Psion cannon and the user must use their actual Intelligence score, not the item's.
Siege Weapons
Ballistas
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft.(3/12 hexes), one target. Hit: 16 (3d10) piercing damage.
Cannons
Armor Class 18
Hit Points 100 each
Ranged Weapon Attack: +6 to hit, range 80/320 ft.(2/8 hexes), one target. Hit: 21 (4d10) bludgeoning and 21 (4d10) piercing damage.
Mangonels
Armor Class 15
Hit Points 100 each
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it)(4/16 hexes, can't hit within 2 hexes), one target. Hit: 27 (5d10) bludgeoning damage.
Psion Cannon
Armor Class 16
Hit Points 125 each
Ranged Weapon Attack: User's Intelligence Saving Throw to hit, range 40/160 ft.(1/4 hexes), one target. Hit: 33 (6d10) force damage.