Move up to the speed of the ship’s magical propulsion unit, with one 90-degree turn. As part of this move, it can use its naval ram. The ship can use its helm to move with its magical propulsion unit. Each creature within 5 feet of that point must make a successful DC 12 Dexterity saving throw or take 10 (3d6) fire damage. The ship drops a bomb at a point directly below it. The ship can fire its ballistas (DMG, ch. It can’t take these actions if it has fewer than three crew.įire Ballista. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. On its turn, the ship can take 3 actions, choosing from the options below. Travel Pace 5 miles per hour (120 miles per day)Ībilities Str 20 (+5), Dex 8 (-1), Con 17 (+3), Int 0, Wis 0, Cha 0Ĭondition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Its coiled shell provides the comfort of enclosed spaces while protecting the mind flayers from the irritating rays of the sun. The Nautiloid is the standard ship of the line of the various illithid nations and reflects the nature of the race. DM Dave 3 Comments on Mindflayer Nautiloid | New Ship for Fifth Edition Posted in GM Tools
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