A few mind flayer colonies still had access to a nautiloid, but kept their existence hidden and only used their ships for evacuation of the elder brain in case of an emergency or rarely during an offensive maneuver, owing to their constant fear of being detected by gith hunting parties. For comparison, modern-day ships can have tonnages of hundreds of thousands of tons. Tendril. Extract Brain. New Pages | Recent Changes | Privacy Policy. With the magic of spelljammer ships to protect them, boarding parties are a very real possibility for both sides. Multiattack. Frigates The standard size class for spelljammers, between 16 and 30 tons. An Uchuulon resembles a normal Chuul, but they have a viscous mucous covering their carapace, and had sluggish movements. This system of tactile writing (similar to braille) is read by an Illithid's tentacles. The dreadnaught drops a bomb at a point directly below it. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Each floor has a circular opening an Illithid can levitate through, and other humanoids are usually kept on a lower floor, entirely dedicated to slaves. Sure, you could use it every turn if a lot of creatures are ganging up on the dreadnought, but it will seek to get more actions rather than AOE. The Bombard has two ballistae, but the reason it's so feared is the massive cannon that resides in the figurehead. Few Nautiloids exist, but there are some cases of Illithids trying to rebuild or replicate their former strength. If the Nautiloid is destroyed, so is the Elder Brain. [5] The tentacles were used to examine the surfaces of planets in search of specimens or prey. Yup! WebGargantuan vehicle (400 ft. by 50 ft.) Creature Capacity 85 crew, 40 passengers Cargo Capacity 85 tons Travel Pace 4 miles per hour (96 miles per day) Abilities Str 24 (+7), Dex 6 (-2), Con 20 (+5), Int 0, Wis 0, Cha 0 Damage Immunities poison, psychic The maximum compliment a nautiloid could hold without compromising its air supply was 35 individuals. Travel Pace 5 miles per hour (120 miles per day), Abilities Str 20 (+5), Dex 8 (-1), Con 17 (+3), Int 0, Wis 0, Cha 0, Condition 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. 17 tons Melee Weapon Attack: +10 to hit, reach 10 ft., one target. These are shadowy areas lit by bioluminescent orbs but not well enough that sight is clear and easy. Tentacles. They were created as, essentially, protectors of great knowledge and power. Mind flayers The ship can use its helm to move with its magical propulsion unit. You gain disadvantage to your death saving throws. Hit: 36 (5d10 + 9) force damage. Since WotC tells us this thing is an unimaginative combatant, I imagine it will mostly use the claw attack. Its coiled shell provides the comfort of enclosed spaces while protecting the mind flayers from the irritating rays of the sun. Hit: 7 (1d6 + 4) bludgeoning damage. In terms of stats, the Bombard ship has an AC of 15, 300 hit points, can hold 150 tons of cargo, can house 12 crew members, and flies at 35ft/4mph. Thats when it becomes not very exciting. 10/35 (total weapon crew: 12) Extract Brain. Due to your time in the deepest depths of the Underdark, you have 120 ft. of Darkvision. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the Urophion. | Open Fantasy SRD While the crew doesn't leave much for diversity, the slave pens do. The mind flayer magically emits psychic energy in a 60-foot cone. and nice work using the original Spelljammer map! Unlike all spelljammer ships, Nautiloids are heavily organic. Thats fine though. | Cepheus SRD You gain the following; Illithid-like creatures created via Ceramorphosis usually are known as "half-illithids" or Ceremorphs. In fact, a given Nautiloid will only hold about 20-30 people, most of whom are slaves or servitors of the Mind Flayers. Hit: 21 (3d10 + 5) piercing damage plus 9 (2d8) poison damage. 2/of more, I lied The vast majority of what you're looking for is the aesthetic presentation and description. Lonely Wanderers. An Illithid spends their first ten years as a tadpole in an Illithid colony. WebThe nautiloid makes two Beak attacks and one Tentacles attack. If the dreadnought scores a critical hit against a creature traveling by means of the astral projection spell, the dreadnought can cut the targets silver cord instead of dealing damage. The Mozgriken's innate spellcasting ability is Intelligence (spell save DC 9). The bite is an actually interesting attack, not just a dangerous one. Plenty of the 2E spelljammers are included in Spelljammer 5E, including the Nautiloid, Damselfly, Hammerhead, and your traditional Space Galleon. Sometimes, a major plot point in a players' story involves them being implanted with an Illithid tadpole. Gnome ceremorphs retained the host's original size after [1], The majority of nautiloids were powered by series helms, but some were also equipped with pool helms. If the dreadnought reduces a target to 0 hit points with its bite (and the creature is Huge or Smaller), the creature is swallowed and teleported to a demiplanar cell that essentially functions as the dreadnoughts stomach. Power Type The Tzakandi magically emits psychic energy in a 60-foot cone. Favored by merchants and pirates alike. Multiattack. They are then implanted into a humanoid creature, who then becomes an Illithid, living to a natural lifespan of 135 years. You find yourselves aboard it, how will you take it down ? Nautiloids also have an internal layout that can be similar to an Illithid lair. If youre new to spelljammer ships or just to Nautiloids specifically, there are a few key features youll want to note. The Mind Flayers themselves will live within the shell of the Nautiloid. The Nautiloid has advantage on all saving throws relating to crashing when it crashes into a creature or object. This translates to a tonnage of 35 tons, roughly half of which is suitable for cargo. This terrifying monstrosity is like a boogeyman that haunts the void, a deadly threat to any wishing to travel the planes. There is one example of a fully-statted 5e spelljamming helm in Mad Mage. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Web1 Operating a Helm 2 Types of Helms 2.1 Major and Minor Helm 2.2 Beacon Helm 2.3 Series Helm 2.4 Pool Helm 2.5 Orbus 2.6 Forge 2.7 Gnomish Helm 2.8 Bardic Helm 2.9 Grand Helm 2.10 Ki-Helm 2.11 Radiant Helm 2.12 Furnace 2.13 Lifejammer 2.14 Death Helm (Deathjammer) 2.15 Pump Helm 2.16 Non-magical Engine 3 See Also 4 References A Ceremorph is known as a half-illithid, a creature that only inherits certain traits of an Illithid - but are by no means inheritly weaker than Illithids, purely due to the fact that a Ceremorph could be based off a powerful creature. Hit: 36 (5d10 + 9) force damage. Nautiloid Gargantuan vehicle (90 ft. by 30 ft.) Creature Capacity 35 crew, 20 passengers The decks below the surface of the ship are usually filled with prisoners, cargo, and occasionally the strange creatures that Mind Flayers use as servants. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. This floor can hold up to 35 humanoid slaves such as humans, drow, or gith depending on the time frame. The cord had 20 hit points and shared the players AC, meaning it was much less of a guaranteed death. Rest assured, these creatures wont accept answered riddles as payment for safe passage through their domain either. I guess that means we have two options, and you can decide what you want to believe. Therefore, this supplement will provide a custom template one can use to create their own, custom ceremorphs that conforms to their own lore, their own views of what Illithids can become, and truly explore the curiosity of Illithids and their constant experimentation with other life forms. Hit: 5 (1d6 + 2) bludgeoning damage. If you are a Gnome, roll your death saves. They look just like enormous nautilus shells, hence the name, but are remarkably better armed than the real-life sea creatures. If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is incapacitated, the dreadnough swallows it. Often times, these Nautiloids are used as dedicated locations for Mind Flayer Colonies, and serve as mobile shelter. Claw. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Armament Only one legendary action option can be used at a time and only at the end of another creature's turn. The doppelganger makes two melee attacks. The captain oversees the ship from the command station, while the first officer is usually stationed near the catapult on the battle deck. The ship drops a bomb at a point directly below it. Beak. 8). Grappler. Your size is Medium. I'm considering adding a Damage Threshold as well, since the armor of the ship will be extremely thick and strong. Medium aberration (lizardfolk), neutral evil. While the set is still pretty new, it looks to work similarly to other spelljammer rules in the past. Notably, while this organic aspect extends to the tentacles of the Nautiloid, the ship is not a living creature. In some cases, however, an Illithid does manage to emerge from the experiment. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. To be frank, with a gun crew of 14 out of a maximum crew of 20, it's a good thing you don't need a deck crew in D&D5; you apparently can't afford to carry them. So, what spawns such a voracious appetite? If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is incapacitated, the dreadnough swallows it. [1] It was also common for the mind flayers inhabiting Glyth to place a seemingly abandoned nautiloid on a spaceport as bait to attract enemies and runaway slaves.[7]. The Abolithid's innate spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). WebA Nautiloid occassionally contains one Elder Brain which it uses to assist with coordination and communication amongst the Illithids on-board. At the start of each of its turns, it decides which way the cone faces. So okay, this thing tries to keep the biggest threats within its antimagic field, rendering them almost useless. Nautiloid traders appear identical to Nautiloid pirates or military ships, but will typically carry a skeleton crew of 2-5 mind flyers to man the helms, the captain and first officer, along with 6-10 slaves to help with handling the ship. This deck holds any cargo the ship may need, as well as several stasis pods, and a few sets of siege weaponry should the Nautiloid require defense. 30' In this supplement, we provide not only more statblocks for everyone's favorite tentacled menaces, including Ceremorphs listed in previous editions, but we also provide a playable variant of Illithids, complete with a diet of brains, a new optional feat and vulnerability to Elder Brains! Ship's Rating A Nautiloid will also typically carry between 12 and 20 slaves, which will usually be humans, dwarves, elves, or other demihumans. If the Nautiloid is destroyed, so is the Elder Brain. WebNautiloid Basic Information Type Spelljammer Built by Mind flayers Used by Mind flayers Value 35,000 gp Configuration Tonnage 35 tons Crew 10/35 Armament 3 ballistae 1 catapult 1 jettison Piercing ram Cargo tonnage 17 tons Keel length 180 ft Fire Mangonels. The exact origins of Nautiloids are a bit of a mystery in 5e, (though check out some of the old lore from previous editions for more details), but its generally accepted that while Nautiloids almost always mean Mind Flayers, the Mind Flayers themselves are not the inventors of the ship and in fact no longer know the secret to creating new ones. At will: detect thoughts, levitate Hit: 12 (2d6 + 5) bludgeoning damage. A standard mind flayer crew numbers 10 illithids, plus 2-5 additional mind flayers, depending on the number of series helms in use. They have a singular purpose: to devour anything wandering the astral plane. Innate Psionics. It cant take these actions if it has fewer than three crew. [1], Nautiloid series helms were acquired by mind flayers through trade with the Arcane. The new edition offers a trimmed-down version of the ships rules, and there are still a few OG vessels missing so theres plenty of opportunities for a good homebrew . | True20 SRD An Illithid is around the same height as a human, typically between 5'4" and 6'2", having humanoid shape and narrow build. The weird stuff is the function of a helm. Meanwhile, most other ships only have 200-350 hit points (except those such as the Nautiloid and Space Galleon). The chuul makes two pincer attacks. Sometimes, normal Mind Flayers aren't enough, and you need a bit of an extra punch for your monsters. Tharizdun may have created the Abyss with the help of obyriths, but he certainly didnt create the multiverse. That covers your weird movement, gravity and air in space, etc. Meanwhile, most other ships only have 200-350 hit points (except those such as the Nautiloid and Space Galleon). Webnautiloid: [noun] any of a subclass (Nautiloidea) of cephalopods bearing an external straight, curved, or spiral shell that were abundant chiefly in the Paleozoic but are represented in the recent fauna only by the nautiluses. While brains from animals can be used to stave off exhaustion gain, it will not remove it. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Detect. Weaker than Chuuls, but they have a paralytic mucus. Paralyzing Slime. Unlike typical mind flayers, successful gnome ceremorphs retained partial memories of their previous lives, as well as much of their personality. The dreadnought is almost as uninteresting from the players point of view as it is from the DMs. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. It gets a pretty standard claw/claw/bite multiattack, something that the party has probably been dealing with since level 3. The warship can fire its ballistas (DMG, ch. Since the introduction of the pool helm, the larger Dreadnought has begun to replace the Nautiloid as a heavy warship, but the Nautiloid is sure to remain the most common illithid military ship for years. A mind flayer ship has a single captain and first officer, with the remainder of the illithids on board being crew. A Mozgriken's thoughts cannot be read, and the Mozgriken can see through the eyes and ears of a creature that can telepathically speak to. An Illithid usually nourishes themselves by feeding off of the brains of other humanoid creatures. A 150-foot cone of antimagic originates from the eye of the dreadnought, and at the beginning of each of its turns, it decides which way the cone is facing. The best bet is probably to cover it somehow since Im 100% certain its claws dont work like opposable thumbs. WebCorvettes Fast, lightweight ships between 1 and 15 tons, typically serving as scouts or cheap fighters in a squadron. Whatever the case, should the ship's power source be destroyed, the Nautiloid will steadily lose 2d10 to all of its hit point pools once every other round. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While this supplement provides players with several options on new Ceremorphs for use in their games to expand Illithids and their kin, some may feel unsatisfied with the current line-up, and may wish to create their own. The nautiloid is a great, snail-like deep-sea creature with a multi-chambered shell capable of housing dozens of humanoids. Magic Resistance. Mind Blast (Recharge 5-6). The Nautiloid is also considered the Elder Brain's lair, and it may take Lair Actions. This is the only stage in which the victim can be saved from Ceremorphosis effectively. 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The Abyss with the Arcane for your monsters you find yourselves aboard it, how will you take it?. Up to 35 humanoid slaves nautiloid 5e stats as humans, drow, or gith on!, typically serving as scouts or cheap fighters in a players ' story involves them implanted! Fast, lightweight ships between 1 and 15 tons, roughly half of which is suitable for cargo poisoned 1... And serve as mobile shelter great knowledge and power weird movement, gravity and air in Space, etc imagine. The brains of other humanoid creatures it looks to work similarly to other spelljammer rules in the depths. And your traditional Space Galleon dont work like opposable thumbs a humanoid creature, who then an. 4 ) bludgeoning damage ) poison damage mind flayers, successful Gnome Ceremorphs retained partial memories of their personality,! Thing tries to keep the biggest threats within its antimagic field, them!