Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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10<br />
Dragonship<br />
Gargantuan Construct<br />
Hit Dice: 20d10+60 (170 hp)<br />
Initiative: -3<br />
Speed: Swim 40 ft. (8 squares)<br />
Armor Class: 23 (-4 size, -3 Dex, +20<br />
natural), touch 3, flat-footed 23<br />
Base Attack: +15/+36<br />
Attack: Bite +20 melee (3d6+9)<br />
Full Attack: Bite +20 melee (3d6+9) and 4<br />
slams + 15 melee (2d6+4)<br />
Space/Reach: 20 ft/15 ft.<br />
Special Attacks: Breath weapon<br />
Special Qualities: Construct traits, damage<br />
reduction 15/adamantine, darkvision 60 ft.,<br />
This automaton appears as a massive wooden<br />
longship.<br />
A dragonship is an animated sailing<br />
vessel—identical to a longship in every way (see<br />
<strong>the</strong> PHB) except that it is only 40 feet long. It has a<br />
standard square-rigged sail, and 10 oars (5 on each<br />
side). <strong>The</strong> front <strong>of</strong> <strong>the</strong> ship sports a great wooden<br />
dragon-like figurehead. Using its oars or its ability<br />
to generate winds on its own, a dragonship is rarely<br />
at <strong>the</strong> mercy <strong>of</strong> <strong>the</strong> wea<strong>the</strong>r. It has a near perfect<br />
knowledge <strong>of</strong> local sea charts and navigation<br />
routes. Its primary function is as a transport that<br />
needs no crew; it can be told one’s destination and<br />
it will sail <strong>the</strong>re by <strong>the</strong> quickest route possible.<br />
As a sailing vessel, a dragonship has a crew<br />
<strong>of</strong> 30 and can carry up to 35 tons <strong>of</strong> cargo. Its speed<br />
is that <strong>of</strong> a normal longship.<br />
Combat<br />
Although generally used as a warship, a<br />
dragonship’s primary function is that <strong>of</strong> a sailing<br />
vessel. A dragonship is not particularly adept at<br />
combat and it cannot maneuver to defend itself if<br />
it is beached; in such cases it relies on its crew for<br />
defense. A dragonship bites and brea<strong>the</strong>s fire with<br />
its dragon-like head, and can use up to four oars to<br />
slap at foes that approach from <strong>the</strong> flanks.<br />
Breath Weapon (Su): Three times per day,<br />
a dragonship can belch forth a gout <strong>of</strong> fire in a 30foot<br />
line that deals 10d6 points <strong>of</strong> fire damage. A<br />
successful DC 20 Reflex save halves <strong>the</strong> damage.<br />
<strong>The</strong> save DC is Constitution-based.<br />
Navigate (Ex): A captain merely has to<br />
whisper into <strong>the</strong> ear <strong>of</strong> <strong>the</strong> dragon-head and make<br />
a Pr<strong>of</strong>ession (sailor) check (DC 15) to get <strong>the</strong><br />
dragonship to understand its course. A dragonship<br />
never gets lost on an ocean voyage, and has a 50%<br />
170<br />
low-light vision, navigate, vulnerability to<br />
fire, winds<br />
Saves: Fort +6, Ref +3, Will +6<br />
Abilities: Str 28, Dex 4, Con —, Int —, Wis<br />
10, Cha 10<br />
Skills: Swim +17<br />
Feats: —<br />
Environment: Any aquatic<br />
Organization: Solitary<br />
Challenge Rating: 10<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: —<br />
Level Adjustment: —<br />
chance <strong>of</strong> automatically being aware <strong>of</strong> any safe<br />
coastline, seaside towns and villages, and hidden<br />
ocean dangers such as reefs and sandbars (it only<br />
knows <strong>of</strong> such dangers if <strong>the</strong>y are in <strong>the</strong> volume <strong>of</strong><br />
sea charts used in its creation).<br />
Winds (Su): At will, a dragonship can cause<br />
winds to fill its sails. This operates as <strong>the</strong> control<br />
winds spell (caster level 10th) with <strong>the</strong> restriction<br />
that it can only increase <strong>the</strong> wind’s force for <strong>the</strong><br />
purposes <strong>of</strong> propulsion. <strong>The</strong> winds are generated<br />
from a point beyond and slightly above <strong>the</strong><br />
dragonship’s stern. A dragonship cannot use <strong>the</strong>se<br />
winds to attack; <strong>the</strong>ir sole purpose is propulsion.<br />
Skills: A dragonship has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always choose to take 10 on<br />
a Swim check, even if distracted or endangered. It<br />
can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
Construction<br />
A dragonship’s body is a constructed similar<br />
to a normal longship fitted with a dragon-head<br />
mounted on <strong>the</strong> bow. <strong>The</strong> ship costs 10,000 gp<br />
and <strong>the</strong> figurehead costs 1,000 gp. Also required<br />
is a volume <strong>of</strong> sea charts and maps (total value<br />
at least 1,000 gp), to be burned in <strong>the</strong> mouth<br />
<strong>of</strong> <strong>the</strong> dragonship’s head upon completion<br />
<strong>of</strong> its construction. Consumed in <strong>the</strong> fire, <strong>the</strong><br />
distilled knowledge <strong>of</strong> <strong>the</strong> sea charts provides<br />
<strong>the</strong> dragonship with its ability to navigate.<br />
Assembling <strong>the</strong> body requires a successful Craft<br />
(ship¬building) check (DC 20).<br />
Caster level 16th; Craft Construct (see <strong>the</strong><br />
MM), fireball, geas/quest, limited wish, liveoak,<br />
polyrnorph any object, caster must be at least 16th<br />
level; Price 99,200 gp; Cost 60,800 gp + 3,520 XP.