Astral Ships of the Seventh Sea
This little add-on is mostly about mechanical stuff — a list of ships that are commonly used by sailors of the Seventh Sea. It uses the format for ship combat as presented in Ghost of Saltmarsh [5e].
Astral Ship’s Wheel
Although similar in shape to a regular wooden ship’s wheel that pilots might use to move the ship’s rudder and steer, Astral ship’s wheels are made from the lightest balsa wood infused with the essence of the Astral plane. That might be paint made from the silver cords of Astral travellers or covered with a shroud woven from foo lion hair. The magic of this item must be woven into the ship it connects to, but can be used to convert any regular waterborne ship such as a sailing ship or a longship to one capable of navigating the Seventh Sea. A pilot that is attuned to the steering wheel can rapidly guide a ship through the Astral Seventh Sea [using their Intelligence.]
Modron longship
These non-combative mechanical longships are built in cities of the Planes of Law, particularly Mechanus. Despite their name, they can in fact be purchased and piloted by any basher with enough gold in their pockets. Modron longships use the longship statblock, but instead of sails and oars they have two clockwork propellers.
Clockwork Propellers: AC 15; HP 100 (–10 foot speed per 25 damage taken); Speed: 45 feet (water); Crew: Minimum 2 per propeller. |
Astral Submarine
Submarines are a relatively recent invention from the wondrous laboratories of Gond. They may be experimental, but many curious sods are eager to try them out, not least because they offer superior protection from floating hazards, and creatures, of the Astral. However, they also allow navigation beneath the surface of the Seventh Sea, and connecting buffer seas, which can result in a far smoother ride for passengers.
Astral Submarine Gargantuan vehicle (60 by 20 ft.) Creature Capacity: 3 crew, 4 passengers Cargo Capacity: 0.5 tons Travel Pace: In water: 3 miles per hour (72 miles per day). Astral plane: Depends on pilot. STR 16 (+3) DEX 7 (-2) CON 13 (+1) Actions: On its turn, a submarine can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can’t take these actions if it has no crew. Fire Torpedoes. The submarine can fire one or both of its torpedo launchers. Torpedo launcher (2): AC 15; HP 50 each. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 10 (2d10) piercing damage plus 11 (3d6) fire damage. Creatures do not have resistance to fire damage from being submerged in water, if fire damage is dealt by this weapon. Torpedo launchers can only be used to attack underwater targets. Move. The submarine can use its helm to move with its propellers or ballast tanks. Batten the Hatches. The submarine can seal or unseal its hatches. Hull: AC 15; HP 100 (damage threshold 10). If the hull has 10 Hit points or less, it is breached. Once the hull is breached, the submarine starts to fill with water, which is less of a problem on the Astral and much more significant in a real ocean. Helm: AC 12; HP 50. Allows the submarine to move up to its full movement including one 90-degree turn. If the helm is destroyed, the submarine can’t turn. Propellers: AC 15; HP 100 (–10 speed per 25 damage taken); Speed: 45 feet (water) Ballast tanks: Tanks are located inside the hull and cannot be attacked from the outside Speed (in water): 25 feet up or down. If, when the submarine is completely submerged the hull is breached or hatches weren’t sealed, the submarine starts to fill up with water. Water fills the 1/10th of the submarine at the start of each round. For each 1/10th the upwards speed of the submarine is reduced by 5 feet. Once the submarine had been filled for more than half of its volume, it starts to sink. |
Sokol-ship
These ships are built in Lukomorye (burg in Aquallor around the palace of the Sea Tsar). They use sailing ship statblock (Astral Ship’s Wheel included) with one change: as one action the Sokol-ship can unfurl its sails into wings (or turn them back into sails). It gains 50 foot flying speed (or Astral travel speed that abides by the same rules as sailing the Seventh Sea).
Waverunners
Waverunners are grown by bralani eladrin, who use their knowledge of the wind to suspend the vehicle in the air. Eladrin waverunners use sailing ship stats, with following changes: Sails are replaced by a runnerfield, and these ships have two ballistae which inflict radiant damage.
Bralani runnerfield: AC 12; HP 100 (damage threshold 10); Speed (air) 50 feet, 40 feet while sailing into the wind; 60 feet while sailing with the wind. The runnerfield suspends the ship 10 feet in the air. Waverunners can fly over any surface that is relatively flat, such as water, sand, snow, grasslands or roads. They can scale surfaces at an angle of no more than 20 degrees. |
Yugoloth cruiser
These grim ships are covered in metal plates and guided by merrenoloths, are an unfortunately somewhat common sight in Lower Planar waterways. They’re said to be built in Acheronian shipyards by servants of Charon. Yugoloth cruisers uses the warship statblock with following changes: Their hulls are resistant to fire, acid and necrotic damage, which is just as well as Lower Planar rivers are unforgiving. Once per day they can become invisible, together with all crew members, for up to one hour. If the cruiser makes an attack however, it ceases to be invisible.
Baatezu Ships of War
Destroyer: These things are almost mass-produced by baatezu as the staple of their fleets. Baatezu destroyer uses the Warship statblock with following changes: its hull is immune to fire, cold and acid; sails are replaced by steam engines (see propellers on the modron ship); mangolels are replaced by torpedo launchers (see torpedo launchers on the submarine)
Dreadnought: Like everything baatezu do, this dreadnought is a thing of morbid beauty. Dreadnoughts guard Stygian waters or travel the Seventh Sea together with an entourage of destroyers and smaller ships. Baatezu dreadnought uses the Galley statblock with the same changes as in Baatezu destroyer. Dreadnoughts and destroyers can also spread mines: A baatezu mine of retribution is a large object. If it collides with a creature or object that is huge or gargantuan, or if it takes bludgeoning, thunder or force damage (AC 12; HP 50, damage threshold 15), the mine detonates, dealing 45 (10d8) force damage (dexterity save for half).
Devilcarrier: Chant goes that the devilcarrier is more theoretical than a real threat. Stygian baatezu have spread their screed far and wide. These rumours talk about a gigantic (1000×300 feet) ship, bristling with magical weapons and the potential to carry hundreds of baatezu troops, and even war machines. Why hasn’t this thing demolished the forces of Abyss? Well, the official chant is that the fiends are yet to build a portal to the Seventh Sea. More sceptical chant-mongers propose that the devilcarrier either doesn’t exist, isn’t finished or isn’t actually that good in combat after all…
Archonic Vessels
Submarine Archon, Brig Archon, Galleon Archon — Not many creatures would be willing to abandon their humanoid forms to be turned into living ships, but for an archon working for the Greater Good this is apparently an acceptable deal. These things are beautiful and terrible creatures that look like golden ships covered by fiery eyes and metallic feathers. They can regenerate, and if damaged can be magically heal like a living creature.
The Fleet of Lunia is a special branch of the Congregation of Crusade that is focused on protecting the marine borders of Mount Celestia and lending naval aid to other deserving forces of the Upper Planes. Submarine archons are 60×20 feet and carry up to 8 medium creatures, Brigs are 100×20 (50 passengers) and Galleons are 130×20 (100 passengers). [See statistics at the bottom of this page]
Naglfar
A kind of monstrous unliving ship, naglfar are made by powerful fiends or undead creatures from the nails, hair, fingers, bones and other little pieces of undead. They are horrific vessels that ply the waterways and oceans of the Lower Planes. They are usually crewed by undead sailors; zombies, skeletons or even ghosts. Size: 70×20 feet. Carrying Capacity: 100 passengers. [See statistics at the bottom of this page]
Kerrilith
The tanar’ri use a horrific variety of fearsome ships, and these can come in surprising forms. The gnoll forces of Yeenoghu and his allies employ monstrous fiendish fishes, such as kerriliths. These horrid beings have insanely spacious stomaches, that can enlarge enough to hold dozens of demons or gnolls. When the kerrilith reaches its destination, it simply vomits its passengers back up. Nobody said travelling the Lower Planes would be comfortable, berk! Size: 60×20 feet. [See statistics at the bottom of this page]
Further Reading
- The Seventh Sea, a planar pathway
Source: Return to Crab [see here], based on an idea by Jon Winter-Holt. Canonwatch: This planar pathway, its ships and features are non-canonical homebrew.
I will use this thanks
Glad you’ve found it useful!