The mindflayer dreadnaught is a colossal ship used to carry its smaller boreworm vessels. Even without its boreworm fleet, these heavily armed ships are capable of destroying entire armadas by themselves. A carrier can hold 10 boreworms in its hull and is capable of deploying all 10 at once.
Boreworm. A boreworm is piloted by a single mindflayer and a psion. The boring rams at the front of the ship are used to drill into the hulls of larger ships. Many boring rams load with intellect devourers which they deposit into ships once through the hull.
Dreadnaught
Gargantuan 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
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the ship can take 5 actions, choosing from the options below. It can take only 3 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew.
Fire Ballista. The ship can fire its ballista (DMG, ch. 8).
Fire Mangonel. The ship can fire its mangonels (DMG, ch. 8).
Fire Cannons. The ship can fire its cannons (DMG, ch. 8).
Fire Psychic Cannon (Costs 3 Actions). The ship can fire its psychic cannon.
Tentacles. The ship can use its tentacles.
Move (Costs 2 Actions). The ship can use its helm to move with its sails.
Hull
Armor Class 17
Hit Points 1,000 (damage threshold 25)
Control: Spelljammer Helm
Armor Class 16
Hit Points 100
Move up to the speed of the ship’s magical propulsion, with one 90-degree turn. If the helm is destroyed, the ship can’t move. The helm can be attacked only if the hull has taken 500 or more damage. If the helm is destroyed, the dreadnaught can’t move.
Movement: Magical Propulsion Unit
Armor Class 12
Hit Points 100; -5 speed per 25 damage taken
Speed (magical) flying speed 35 ft.
Weapon: Ballista
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Cannons (6)
Armor Class 19
Hit Points 75
Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Weapon: Mangonels (4)
Armor Class 15
Hit Points 100
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Weapon: Psychic Cannon
Armor Class 15
Hit Points 100
Magical Attack: The psychic cannon emits a wave of psychic energy in a 240-foot cone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and become stunned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.
Weapon: Tentacles
Armor Class 17
Hit Points 200 (damage threshold 15)
Melee Weapon Attack: +8 to hit, reach 100 ft., one target. Hit: 22 (4d10) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The dreadnaught has four tentacles, each of which can grapple one Large or smaller target. Alternatively, all four tentacles can work together to grapple a single Huge or larger target. While it has one or more targets grappled with its tentacles, the dreadnaught’s speed is not halved.
Boreworm
Huge vehicle (30 ft. by 10 ft.)
Creature Capacity 1 crew, 1 passenger
Cargo Capacity 1 ton
Travel Pace 18 miles per hour (432 miles per day)
Abilities Str 18 (+4), Dex 12 (+1), Con 18 (+4), Int 0, Wis 0, Cha 0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the boreworm can take 1 action. It can not take any action if it has no crew.
Bore. The boreworm uses its boring rams.
Mind Blast. The boreworm can use its mindblast.
Move. The ship can use its helm to move using its magical propulsion unit.
Hull
Armor Class 18
Hit Points 200 (damage threshold 10)
Control: Spelljammer Helm
Armor Class 16
Hit Points 25
Move up to the speed of the boreworms magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the boreworm can’t move.
Movement: Magical Propulsion Unit
Armor Class 16
Hit Points 100; -5 speed per 25 damage taken
Speed (magical) burrowing speed 45 ft., flying speed 45 ft. (hover), swimming speed 45 ft.
Weapon: Mindblast Cannon
Armor Class 16
Hit Points 50
Magical Attack: The canon emits a wave of psychic energy in a 60-foot cone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and become stunned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.
Weapon: Boring Rams
Armor Class 20
Hit Points 100 (damage threshold 10)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is Huge or larger the boreworm attaches to it. While attached, the boreworm doesn’t attack. Instead, at the start of each of the boreworm’s turns, the target loses 13 (2d8 + 4) damage due to its boring drills. The damage dealt by this attack ignores damage thresholds. If a creature ends its turn with 0 hit points, it dies as the boreworm extracts the creature’s brain. The boreworm can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the boreworm.
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