The Twin Scourges

by Parad0xxis

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The Twin Scourges

Domain of Interstellar Rivalry


Darklords: Captain Juliana Roscoe and Captain Taarzenath
Genres: Gothic Horror, Body Horror
Hallmarks: Space pirates, spelljamming, monstrous crew, Astral threats
Mist Talismans: Astral star chart, illithid cutlass, tattered sail


High above the lands of Ravenloft, a pair of vessels streak across the sky like shooting stars. Powered by arcane energy, they sail endlessly towards forgotten destinations, seeking lost treasures, and hunting for stolen glory. And occasionally, they meet, igniting a decades old rivalry between two wayward captains.

On one vessel sails Juliana Roscoe, captain of the Strider, a hammership crewed by some of the most infamous pirates to cross the Astral Sea. She seeks glory and treasure and lets nothing get in the way of her hunt for it. On the other stands Taarzenath, captain of the Deathblow, a cruel and ruthless illithid pirate on a quest of revenge against Roscoe for a past slight, who will stop at nothing to crush her aspirations and subjugate her crew.

Across the domains of dread they fly, seeking their respective goals and doing battle in the skies above. When they meet, they clash in the sky, creating dazzling scenes for any watching below. And often, one goes spiraling down to the surface, damaged in the fighting, crossing paths with curious groundlings.

Noteworthy Features

Those familiar with the Twin Scourges know the following facts:

  • Taarzenath and Roscoe have been sworn enemies for decades, and their rivalry shows no sign of ever ending. Taarzenath is obsessed with disrupting Roscoe's carefully laid plans, and Roscoe takes any opportunity to recklessly engage the other captain, at risk to herself and her own crew.
  • Roscoe's crew has been replaced many times over, and contains very few of her original crew members anymore. Many of them are groundlings from the surface, pressed into surface whether they like it or not.
  • Taarzenath's crew is composed of aberrations and monstrosities, twisted from poor souls it's abducted from other crews and the surface. They are entirely subservient to its psychic will, and twisted with disgusting, grafted appendages.
  • The two ships are often followed by the same threats they once faced in the Astral Sea. Psychic winds (or something similar) bear down on them from time to time, and creatures from deep space sometimes appear from the Mists to challenge the two vessels.
  • Occasionally, one of the two vessels is forced to make port and resupply. Neither of the two captains care to keep their ships disguised; Roscoe lives for the whispers and rumors that the commoners spread, while Taarzenath leverages its terrifying presence to plunder as it pleases.

Settlements and Sites

Neither ship has any "settlements," given that they are small vehicles hurtling through the air, rather than countries of any significant size.

The Strider is a human-built hammership, a rare but stylish choice for a pirate vessel. Painted in shades of blue and violet, it is a large and imposing ship. Not very maneuverable, but well built for prolonged skirmishes, it perfectly embodies Roscoe's desire to stand and fight against any challenger.

The Deathblow is a commonplace illithid nautiloid. Unusually for such ships, Taarzenath is the only actual mind flayer on the crew. Cut off from its former hive, it is intensely paranoid, and crews its ship only with "lesser" beings that it believes incapable of an effective mutiny. Like all nautiloids, the main crew is housed in the large, coiled shell, while the weapons sit exposed on the small deck just ahead.

Juliana Roscoe

Juliana has always lived for adventure. Born to a rather poor family on a distant outlander world, she looked into the stars and saw endless opportunities to find new lands and gain new glory. From a young age, she found herself obsessed with the idea of being praised by her peers, and developed into quite the bully.

When the opportunity presented itself to leave her homeworld behind, she lept on it. Stowing away on a departing spelljammer named the Strider, she found herself rocketed away into space, never to return. She was quickly discovered, and the captain, furious, put her to work as the ship's newest swabbie.

Juliana was never content with her role on the crew. Over the years, she gained a small bit of sway in the crew, but never the respect and adoration she believed she deserved. She wanted to be the hero. The adventuring captain blazing a path across the Astral Sea. And here she was playing a supporting role to a captain and crew that cared little for her.

Her resentment for the captain only grew over the years, and finally came to a head when the Strider came into conflict with a hostile nautiloid. As the battle raged and the crew was distracted, she sprung into action, betraying her own captain with a cutlass to the throat. She stepped out of the cabin, lifting the captain's hat to her head as she announced his fate. The crew, demoralized, became disorganized, and in that moment, the tide of battle turned against them. But just before their fates could be sealed, both vessels were consumed by the Mists, never to be seen again.

Juliana's Powers and Dominion

Juliana's statistics are detailed below. Besides her own prowess with blade and pistol, she excels as a commander. Any battle against her will also entail fighting your way through her crew, as she barks orders to them from across the deck.

Loyal Crew. The crew of the Strider is just as loyal to Juliana as they were to her predecessor, and rarely question orders from her. When they do, they often find themselves tossed in the brig for insubordination, or thrown overboard for particularly egregious acts of mutiny. The others have learned well that if Juliana gives an order, it is obeyed. Or else.

    Flying Fortress. As a large hammership, the Strider is well armored, affording it excellent protection against enemy attacks. When in conflict with other vessels or creatures, this extra layer of defense gives the Strider time to counterattack before the damage becomes overwhelming.

Mistveil Compass. Juliana possesses a mystical compass that she found on her person shortly after becoming captain. Using it, she can navigate the Mists almost effortlessly, and always arrives in her intended destination. The compass always points towards her next destination - her next opportunity for glory.

Closing the Borders. Juliana can create a barrier of Mists that encloses the Strider's air envelope, preventing any creature from entering. A creature that is thrown overboard through the air envelope will be expelled out the opposite side, landing safely on the opposite side of the gravity plane and gaining one level of exhaustion. These borders cease to function when the Strider is within 500 feet of the Deathblow.

Juliana's Torment

Juliana is on the cusp of greatness, yet it sits just out of her grasp. The following torments haunt her on her endless voyage:

  • Her compass always points her towards her next opportunity for fame and renown, yet it always manages to slip from her fingers at the last moment. Often, this is caused by interruptions from her archnemesis.
  • Though she has the loyalty of her crew, she lacks their respect. They know well what she did to their captain, and they obey her orders only out of fear of the consequences of stepping out of line. But she has never once achieved anything to prove her worth to them, and for that, she suffers.
  • Despite her perfect navigation, she knows well that she is a prisoner here. Those opportunities she once sought in the Astral Sea are gone, barred behind the Mists. Still, she marches on, hoping one day she might burst through the fog into the familiar sea of dreams, but deep down, she fears she will never see it again.

Roleplaying Juliana

Juliana is a self-important, narcissistic leader with no patience for insubordination or any kind of obstacle to her goals. She has a short temper, and when her fuse runs short, any nearby bystander is liable to be caught in the explosion. When her mood is good, she delights in reveling, singing her own praises, and giving rousing speeches to her crew in hopes of motivating them and eliciting her respect, with rather mixed results. These moments are as of late few and far between, and her crew is far more accustomed to her usual bouts of anger, cruelty and depression.

Personality Trait. I live for the thrill of adventure. Nothing is more exhilarating than blazing a path towards fame and riches.

Ideal. Glory and fame are the only measure of a person's worth. The unrenowned are undeserving of respect.

Bond. I am destined for greatness. The only obstacle in my path is that foul mind flayer. May it suffer all the curses the gods can muster.

Flaw. I fear being forgotten. One truly dies forever when their memory leaves this world.


Juliana Roscoe

Medium humanoid (human)


  • Armor Class 17 (leather armor, suave defense)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 16 (+3) 14 (+2)

  • Saving Throws Dex +6
  • Skills Acrobatics +8, Deception +5, Perception +5, Persuasion +6, Stealth +6
  • Senses passive Perception 15
  • Languages Common, Gith
  • Challenge 4 (1,100 XP) Proficiency Bonus +2

Suave Defense. While Juliana is wearing light or no armor and wielding no shield, her AC includes her Charisma modifier.

Flourish. Juliana adds her Charisma modifier to the damage roll for her rapier attacks (included in the attack).

Actions

Multiattack. Juliana makes two rapier attacks and one pistol attack.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Bonus Actions

Lightfooted. Juliana takes the Dash or Disengage action.

Reactions

Dreadful Encouragement (2/day). Whenever a friendly creature within 30 feet of Juliana that can hear her misses with an attack, she can shout threats of punishment to allow that creature to reroll the attack roll.

Joining Juliana's Crew

Captain Roscoe is always looking for new hands to man the deck of the Strider. If adventurers offer her their services, she would be happy to take them on. She is also perfectly happy to ferry passengers across the Mists, provided they do their part and contribute to the crew's duties during their stay. But gods help them if they disobey their captain...

Taarzenath

Taarzenath once loyally served its hive on a far-off outlander world. For reasons lost to its memory, it was exiled, and soon after, it went off into the stars, commandeering a nautiloid to carry it there alongside a small crew of its kind. At first, life without the hive was liberating, and the absence of the psychic link in its mind was refreshing, and new. It felt, for the first time in its life, like a true individual, different from its peers rather than part of a whole.

But over time, things changed. In a hive, mind flayers are aware of any and all threats to their colonies and to each other. But now, it was all alone in its head, and the silence drove it mad. It became paranoid, never sure if its crew were loyal allies or untrustworthy backstabbers. Ironically, it would be the backstabber in the end, turning on its crew "preemptively" before, as it believed, they would surely turn on it.

From that point on, the ruthless pirate relied only on thralls. At first, they were simply humanoids under its psychic control, but Taarzenath became obsessed with modifying them, implanting and grafting to them inhuman features that truly marked them as its creation. These creatures, effectively lobotomized and twisted to an unrecognizable degree, are Taarzenath's graftlings.

The mind flayer left behind a trail of destruction wherever it went, plundering ships and doing battle with those that would seek to destroy it. Taarzenath made itself an enemy of the Gith on more than one occassion, and terrorized the spelljammers of less advanced civilizations. Its ship gained a reputation among spelljamming crews. Taarzenath employed a vulture-like tactic to many of its attacks, targeting ships that were already recovering from damage by Astral monsters or other attackers. This earned its ship a rather grim nickname: the Deathblow.

But the illithid's downfall would come from a fateful encounter with the Strider. Thinking it an easy target, Taarzenath engaged the larger, more sluggish ship, and soon found itself bogged down in a difficult, drawn out battle. Taarzenath grew desperate, throwing its thralls into the line of fire in hopes of gaining any advantage, letting its entire crew die if it meant achieving victory. For a brief moment, the odds turned in its favor, but the battle was unexpectedly cut short by a mysterious Mist. When it cleared, Taarzenath was alone. The Strider was gone. And the illithid was imprisoned in a new, unfamiliar realm. Believing the unfamiliar hammership to be responsible for its fate, the illithid departed on a quest for vengeance across the Mists.

Taarzenath's Powers and Dominion

Taarzenath is a modified mind flayer. Its statistics are listed here. In addition to an illithid's usual powers of the mind, it wields an ornate magic cutlass plundered from one of its many past enemies, and has a psychic link to an entire crew of monstrous graftlings.

Psychic Thralls. The graftlings are entirely subservient to Taarzenath's will. It can issue orders to them telepathically which they are compelled to complete, even at risk of their own lives and limbs, and it can percieve things using its thrall's senses (no action required). However, Taarzenath must occasionally land and abduct humanoids to replenish the crew's numbers.


Taarzenath

Medium aberration


  • Armor Class 14 (leather armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Int +7, Wis +7, Cha +7
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +6
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Common, Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 8 (3,900 XP) Proficiency Bonus +3

Magic Resistance. Taarzenath has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Taarzenath makes three shortsword attacks, or one shortsword and one tentacles attack.

+2 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. 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.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Taarzenath. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Taarzenath kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). Taarzenath magically emits psychic energy in a 60-foot cone. 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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Psionics). Taarzenath's casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15):

At will: detect thoughts, levitate
1/day: dominate monster

    Superior Firepower. In comparison to the Strider, the Deathblow is relatively lightly armored, but armed to the teeth. It relies on bringing down its enemy quickly before they have a chance to respond. When in conflict with other vessels or creatures, it lays down a barrage of ballista fire in hopes of catching opponents off guard.

Mistveil Compass. Taarzenath possesses a mystical compass that it found on its person shortly after arriving in this realm. Using it, it can navigate the Mists almost effortlessly, and always arrives in its intended destination. The compass always points towards the Strider's current location.

Closing the Borders. Taarzenath can create a barrier of Mists that encloses the Deathblow's air envelope, preventing any creature from entering. A creature that is thrown overboard through the air envelope will be expelled out the opposite side, landing safely on the opposite side of the gravity plane and gaining one level of exhaustion. These borders cease to function when the Deathblow is within 500 feet of the Strider.

Taarzenath's Torment

Taarzenath is obsessed with defeating Juliana and subjugating her crew to add to its ranks. The following torments haunt it in all corners of the Demiplane of Dread:

  • The Deathblow and Strider are, in terms of combat, a perfect pair. The Strider's armor prevents the nautiloid from making too much of a lasting impact before it has a chance to counterattack, but the hammership's lack of firepower prevents it from making much of a dent in the Deathblow's weaker defenses. This means that most battles between the two ships grind to a stalemate, infuriating the illithid to no end.
  • Juliana always manages to slip out of Taarzenath's grasp at the perfect moment. She escapes the killing blow in a duel, narrowly evades the Deathblow in a chase, or just barely manages to survive the rare crash after her ship is shot down. Try as it might, Taarzenath has proven unable to kill her.
  • Taarzenath is on a blind path for revenge. But in the back of its mind, it wonders: what happens when she does finally fall? Is it truly trapped here forever, or will ending the Strider be its key to escape? It almost dreads the moment that it finally wins, because that risks confirming all of its fears.

Roleplaying Taarzenath

Taarzenath believes itself to be superior to all other species, and smugly lords this over others, Unlike most mind flayers, it can speak Common, though detests doing so when not absolutely necessary. Consumed by paranoia, the illithid never rests easy, always fearful of the attack that it least expects.

Personality Trait: The freedom I once chased was exhilerating, but now I find it terrifying. The order of the hive was conforting, even if I failed to see it.

Ideal: It is only natural that I rule over others. Lesser intellects should know their place in this universe.

Bond: I will not rest until that hammership is reduced to scrap metal. They will pay for what they've done to me.

Flaw: Peace is a foreign concept to me now. I am always on edge, my mind running wild with fear and suspicion.

Adventures With the Twin Scourges

Any adventure with these two spelljammers requires encountering them first. They might be undergoing repairs in the wilderness, or finding port in town to resupply, but either way, the PCs will catch the eye of one of the captains. If they find themselves aboard (willingly or otherwise), use the following tables for inspiration.

Adventures with the Strider
d6 Adventure
1 Juliana has discovered the location of a vast cache of treasure, and sets off to claim the riches for herself, dragging the party along with her.
2 Juliana learns of an artifact that the party is looking for. The race is on to see who reaches it first.
3 The Strider encounters an Astral terror (see below), and Juliana is obsessed with slaying the beast.
4 Unexpected events cause the Strider to crash down in another domain, bringing the party in conflict with unfamiliar friends or foes.
5 There are whispers of mutiny among the crew, and the party catches wind of them.
6 The Deathblow attacks! The crew scrambles to defensive positions as the nautiloid approaches with intent to board.
Adventures with the Deathblow
d6 Adventure
1 Taarzenath intends to turn the adventurers into more of its graftlings, forcing them to defend themselves.
2 After a crash landing, graftlings from the Deathblow escape and assault a nearby town.
3 An Astral terror (see below) bears down on the Deathblow, disrupting Taarzenath's plans. The illithid will do whatever it believes is necessary to fend it off.
4 Unexpected events cause the Deathblow to crash down in another domain, bringing the party in conflict with unfamiliar friends or foes.
5 One of the graftlings remains conscious, even after its transformation, and begs the party to help free them, or put them out of their misery.
6 The Strider has been located! Taarzenath orders the crew to take offensive positions, and informs the players that they will be the boarding party.
Joining Taarzenath's Crew

Taarzenath rarely takes on crew members without first turning them into graftlings. It would only do so if it was distracted with other matters, needed easily expendable hands, or had some reason to believe the party was more useful ungrafted.

The Crew of the Strider

Unlike the Deathblow, which fills its ranks with the unwilling peons of Taarzenath, the Strider is crewed by Captain Roscoe's handpicked pirate crew. Every member is a master of their craft, and loyal to their captain (even if they lack the respect she desires). Below are a few notable members.


Tylan Vellar (Helmsman). Tylan (human mage) is the designated helmsman of the Strider. Unless he is otherwise occupied, he operates the vessel's spelljamming helm, and thus provides it a Spelljamming Rating of 5. One of the original members of the Strider's crew, he's been with the ship since long before it entered the Mists. As a man that personally witnessed Roscoe's rise to power, he is grim and serious, but does not openly oppose his captain. Still, he dreams of a day when she finally falls.


Ellaras Raethil (Quartermaster). Ellaras (elven apprentice wizard) is in charge of all matters of managing the ship's crew and cargo. She's a no-nonsense officer, and prefers to be left to her studies whenever possible.


Vincent Rivier (First Mate). Vincent (human swashbuckler) is Juliana's second in command, and keeps the crew in line when she's otherwise distracted. Despite being one of the more laid back members of the crew, he is also one of the most feared, perfectly happy to carry out whatever grim order the captain gives him.


Ray Thorne. Ray (human bandit) is an unassuming member of the crew at first glance, but he'll be one of the first to endear himself to adventurers. Secretly, Ray holds no loyalty to Captain Roscoe, and behind the scenes has been trying to organize a mutiny for months. However, his efforts are always interrupted, usually by unexpected attacks from the Deathblow.


Kat'al. Kat'al is a thri-kreen (psionic variant), one of the few truly alien members of the crew. Nobody is very well acquainted with him, as he rarely speaks among his fellow crew mates, disliking using any language other than his own native tongue. Still, the few that do earn his trust can hold a conversation with him, speaking in Common and hearing his responses in their minds.


Rigger. Rigger is a hadozee that has lived with the Strider for most of his life. Rigger is more of a nickname the crew gave him for his tendency to climb, swing from, and operate the ship's riggings, but it might as well be his actual name, given that it's the only one he'll use. Rigger is abnormally friendly as far as the crew's members go, and can speak most common languages, including ones from around Ravenloft.

Crew Makeup

Compared to most domains, the Strider is quite diverse. The majority of its crew is human, but being from Spelljammer, you can introduce all sorts of alien races from across the cosmos.

As a result of this diversity, the crew of the Strider is far less xenophobic than other inhabitants of the land of Mists.

The Deathblow's Graftlings

On the Deathblow, the crew is quite different. They are Taarzenath's twisted experiments, creations formed from humanoids combined with the scavenged remains of hideous beasts from the Astral Plane. Use the following guidelines for creating a graftling to include on Taarzenath's crew.

Base Stat Block

Choose a stat block with the humanoid creature type. It must be no higher than CR 2. Change the creature's type to aberration, and give it the Minion's Mind feature (found in Van Richten's Guide to Ravenloft).

Grafted Features

The graftling has 1d4 grafted features. For each feature, roll or choose from the following table.

d8 Feature
1 Writhing Tentacle. One of the creature's limbs has been replaced with a tentacle. It can be used to attack (Melee, reach 10 ft., 1d10 bludgeoning).
2 Innumerable Eyes. The creature has many eyes on its face, or elsewhere. It has advantage on Wisdom (Perception) checks relying on sight.
3 Extra Arm. The creature has had an additional arm grafted on to it. This arm can be used to hold items and as a free hand for actions that require it. It can't be used to wield weapons or shields, except light weapons.
4 Alien Mind. The creature's mind has been twisted by its experiences. It gains the Alien Mind feature (found in Van Richten's Guide to Ravenloft).
5 Gnashing Jaws. The creature possesses a monstrous jaw with razor teeth. It can be used to attack (Melee, reach 5ft., 1d8 piercing).
6 Volatile Organs. This failed experiment explodes upon death. Any creatures within 15 feet must make a DC 15 Dexterity saving throw, taking 3d8 acid damage on a failed save or half that on a successful one.
7 Spell Proof. Experimentation bestowed upon this creature an aberration's resilience against magic. It has advantage on saving throws against spells or other magical effects.
8 Hard Carapace. The creature possesses a solid exoskeleton that protects it against attacks. When wearing no armor, its armor class is equal to 13 + its Dexterity modifier.

Innate Spellcasting

Four of the graftlings are handpicked by Taarzenath to serve as its helmsmen. These graftlings are bestowed with minor psionics, allowing them to operate the Deathblow's spelljamming helm. They gain the following feature:


Innate Spellcasting (Psionics). The graftling's innate spellcasting ability is Intelligence. It can innately cast mage hand at will, requiring no components. When it casts this spell in this way, the conjured hand is invisible.

Hadozee Characters

For hadozee characters like Rigger, use the guidelines for modifying NPCs on 282 of the Dungeon Master's Guide. First, pick a humanoid stat block, and then apply the following modifications:


Modified Abilities. +2 DEX, +1 INT.
Speed. Climb 30 ft.
Glide. For every foot the hadozee falls, it can move up to five feet horizontally.
Careful Landing. When the hadozee would take damage from a fall, it can use a reaction to reduce the damage to 0.

Operating Spelljammers

At this point in time, we lack rules for how spelljammers are meant to function in 5e. As such, I've jury rigged something at least moderately functional for running these two specific vessels. The rules used are for the most part borrowed from "Of Ships and the Sea" in Ghosts of Saltmarsh. Use those rules and apply the following modifications for spelljamming vessels:

Initiative

All spelljammers move simultaneously through space. At initiative count 20, the spelljammer's attuned helmsman determines how far it moves, and may choose to make one 90 degree turn. If the helmsman is incapacitated, breaks attunement, or otherwise makes no decision regarding the spelljammer's speed and path, it moves the same distance and direction it did on the previous round.

A spelljammer also has its own turn in combat, rolling initiative as described in Ghosts of Saltmarsh. A spelljammer can take a number of actions determined by its statblock, provided the necessary components is sufficiently crewed.

Capacity

Creature capacity is listed as two values: the minimum number of crew members needed to keep the vessel running, and the maximum number of passengers. For example, a spelljammer with a capacity of 5/20 requires 5 crew members, and can carry at most 20 creatures.

Spelljammers have a maximum cargo weight that can be carried. If a vessel exceeds this value, it can't move, and may begin slowly losing altitude.

Spelljamming Rating

The speed and travel pace of a spelljammer is determined by its Spelljamming Rating (SR). The Spelljamming Rating of a ship is usually determined by its helmsman, but this varies based on the type of spelljamming helm used.


Tactical Speed. In most situations, a spelljammer's speed is SR x 200 feet per round, or SR x 20 miles per hour. For example, a ship with an SR of 3 can move up to 600 feet each round, or up to 60 miles in an hour.

Variant: Action Stations

If you'd prefer, you can instead use the Action Stations system described for Infernal War Machines in Baldur's Gate: Descent Into Avernus. This breaks up ship actions between various crew members, which makes a ship-to-ship battle feel more involved, but also more chaotic.


In this system, the spelljammer doesn't roll for initiative and doesn't take actions. Each component has a number of abilities that can be used with it, requiring a crew member to spend their own actions to do so.


Each component ability lists what kind of action it requires, and how many must be performed for the ability to take place. Once the required amount of actions are spent, the ability is immediately used. A component might also list who can use it.


Spelljammer Helm.


Pilot (1 Action, Helmsman). The spelljammer moves up to its speed or slows to a complete stop, and makes up to one 90 degree turn. If the helmsman doesn't use this action on their turn, the spelljammer continues moving the same distance and direction it did on the previous round. If the spelljammer is equipped with a ram, it can be used as part of this action to attack.


Evade (1 Bonus Action, Helmsman). The helmsman attempts to avoid enemy fire. Ranged attacks made against the spelljammer's hull or any passengers are made at disadvantage until the start of the helmsman's next turn.


Siege Weapons.


Load (1-2 Actions). A creature loads ammunition into the siege weapon. A ballista or cannon requires only one action to load, while a trebuchet or mangonel requires two.


Aim (1-2 Actions). A creature readies the weapon to fire. A ballista or cannon requires only one action to aim, while a trebuchet or mangonel requires two.


Fire (1 Action). The siege weapon fires on a target within range. Weapons that point in a specific direction can only aim at enemies in that direction, and siege weapons can't hit targets on the same spelljammer as it. Before firing, the siege weapon must be loaded and aimed.


Spelljamming Speed. Over long, straight distances, a spelljammer can move at a fixed speed of 4 million miles per hour. However, this is impossible in the Demiplane of Dread, and attempts to accelerate to this speed automatically fail.

Spelljammer Helm

Instead of movement and control components, both properties are determined by the spelljammer helm. A creature with at least one spell slot can spend one hour (or a short rest) attuning to a spelljammer helm. Once attuned, it becomes the ship's helmsman. If a ship has multiple helmsmen simultaneously, then one is selected as the lead helmsman and makes all decisions pertaining to piloting the ship.

A spelljammer with no helmsman automatically fails Dexterity saving throws. A helmsman proficient with water vehicles can add their proficiency bonus to ability checks and saving throws they make using the spelljammer's ability scores.

Spelljamming helms come in many varieties, but only two are relevant for this document. The Strider uses a typical major helm, while the Deathblow uses an illithid-made series helm.


Major Helm. One creature may attune to the spelljamming helm, and that creature becomes the helmsman. While they are attuned, they can not expend spell slots, and the vessel's Spelljamming Rating is equal to their highest unexpended spell slot.


Series Helm. A number of creatures that possess innate spellcasting may attune to this helm. While they are attuned, the vessel's Spelljamming Rating is equal to the number of creatures attuned in this way. A series helm usually has a maximum number of helmsmen that it can support at once.


While attuned to any sort of helm, a helmsman also gains an innate connection to the vessel. The helmsman can choose to perceive any location on the spelljammer as if they were standing there in person (no action required). The helmsman also feels any damage to the hull as small flashes of pain.

A spelljamming helm is designed to be nearly impossible to destroy, and thus possesses both a high armor class and a near insurmountable damage threshold against attacks.

Spelljammer Stat Blocks

Stat blocks are included for the Strider and the Deathblow at the end of this document.

Navigating the Sea of Mists

When the Strider or Deathblow leaves a Domain of Dread, it can ignore the closed borders imposed by other darklords. Upon leaving, the vessel is engulfed in Mist, and may spend days at a time traveling through dense foggy skies. This, as Captain Roscoe calls it, is the Sea of Mists.

The Sea of Mists seems to stretch endlessly in all directions. Roscoe and Taarzenath detest spending more time there than necessary, as the Mists obscure their vision and any potential threats that might be hiding behind it.

While navigating the Sea of Mists, a spelljammer is subject to the following effects:

  • The Mists encroach upon the spelljammer, stopping short at the edge of its air envelope. Everything beyond this border is considered lightly obscured, and anything more than 300 feet away from the spelljammer is heavily obscured.
Variant: Pilot Concentration

For an added bit of peril during ship-to-ship combat, considering using this mechanic to represent a helmsman losing control of the ship like one would on a spell.


Whenever the hull of a spelljammer takes damage equal to or greater than double its damage threshold, the helmsman is struck with searing pain that damages their focus. The helmsman must immediately make a Constitution saving throw. The DC for this saving throw is equal to 1/4 the damage taken by the hull or 10, whichever is higher.


On a failed save, the helmsman loses control of the spelljammer. The spelljammer continues moving at the same distance and direction that the helmsman last directed it to. Every round until a helmsman regains control of the spelljammer, its SR decreases by 1, in turn reducing its speed. When it hits 0, the spelljammer stops moving.


A helmsman can use an action to reassert control over the spelljammer. However, its SR is permanently reduced for the remainder of the combat encounter, preventing it from returning to its top speed.


Spelljammers with series helms work differently. Every helmsman attuned to a series helm must make an individual saving throw. Each one that fails loses control and must use an action to reassert it. The SR of the spelljammer is instantly reduced in this situation, rather than dropping gradually over time. This could cause it to come to an immediate stop, knocking all creatures on board prone.

  • A creature that starts its turn in the Mists must succeed on a DC 20 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the Mists.
  • A creature that leaves the spelljammer's air envelope and does not return in ten minutes is swallowed by the Mists, never to be seen again. From that creature's perspective, they are lost in the Mists for 1d6 hours, and then roll on the "Wandering the Mists" table in Van Richten's Guide to Ravenloft to determine what happens to them.
  • Any journey through the Sea of Mists takes 2d6 days, and always reaches its intended destination without issue. However, at the end of every day, the DM must roll on the following table.
The Sea of Mist and Clusters

Your campaign might use clustered domains. The Dark Powers, regardless, distort the length of the two captains' journeys, and the Mists appear like clouds to snatch the vessels up before depositing them elsewhere days later.

Navigating the Sea of Mists
2d6 Effect
2 The ship sails through a Psychic Wind.
3-4 An Astral terror emerges from the Mists.
5-6 The Mists seek to confound and confuse you. 1d4+1 days are added to the journey.
7-9 Nothing of note happened today.
10-11 The Mists part unexpectedly, revealing a faster path. 1d4-1 days are taken off the journey.
12 The vessel encounters some kind of treasure floating in the Mists. Roll on the Gothic Trinkets table to determine its nature.

Psychic Wind. The Dark Powers manifest a twisted reflection of the Astral Sea's psychic wind as one of many obstacles for the two darklords to face. Mechanically, it works identically to how it is portrayed in the Dungeon Master's Guide. As an alternative, for results 9-10 and 17-18 on the Mental Effect table, consider imposing points of Stress instead of short or long term madness.

Astral Terrors

Astral terrors are all manner of creatures native to the Astral Plane. Occasionally, such creatures emerge from the Mists and cross paths with the darklords of the Twin Scourges. They might be real creatures plucked from the Astral Sea or mere imitations created by the Dark Powers, but regardless, to the crews of the Strider and Deathblow, they are very real indeed.

Below is a list of various Astral terrors that can be encountered in the Sea of Mists. Many of these can be found in official Wizards of the Coast books, and the source will be listed alongside them in the table. Others are brand new to this document, and their statblocks are included in the following pages. Not all Astral terrors are hostile. They can be as dangerous as Astral dreadnoughts, or as peaceful as the gentle kindori. But they all have the potential to pose a threat to the two spelljammers. See the following pages for descriptions of how they might be encountered.

Creature Source CR
Clockwork Horror MC1:SC 2
Star Lancer MC1:SC 2
Giff MPMM 3
Yggdrasti MC1:SC 7
Neh-Thalggu 8
Atropal ToA 13
Kindori 14
Asteroid Spider MC1:SC 15
Astral Dreadnought MPMM 21
Githyanki MPMM Varies
Mind Flayers Varies Varies

Clockwork Horror

Clockwork horrors are ruthless automatons that commandeer spelljammers and terrorize Wildspace. They are less commonly found in the Astral Sea, but are still quite the well-known threat to a seasoned spelljammer crew.

A spelljammer bearing a crew of 3d6 clockwork horrors might emerge from the Mists unexpectedly and open fire on the players, prompting immediate reaction from the crew.

Star Lancer

Star lancers are celestial winged shark-like creatures that soar across the Astral Sea. For centuries they have worked alongside the githyanki, who ride them as mounts.

Star lancers are likely best encountered alongside riders — see the section on githyanki later in this list.

Giff

Giff are a hippopotamus-like race of humanoids, well known across the stars for their wide-reaching influence, and often recognized by their fancy uniforms, well-polished guns, and combat prowess.

Giff operate spelljammers of their own, and a spelljammer bearing anywhere from 2d6 to 4d6 giff might be encountered in the Sea of Mists. They are rarely openly hostile and might attempt to engage in diplomacy. However, given the Strider and Deathblow are both pirate vessels, diplomatic efforts would break down quite quickly.

Yggdrasti

Yggdrasti are the cast off splinters of the World Tree, drifting aimlessly through space. With an innate hatred of living things, it attacks spelljammers and other creatures without hesitation.

A lone yggdrasti might appear through the Mists, bearing down on the Twin Scourges with lightning.

Neh-Thalggu

The dreaded "brain collectors" come from uncertain origins, but terrorize travelers in the Astral Plane. Humanoids are nothing but food to them, and they will cruelly extract their meals from traveling victims.

A neh-thalggu is always encountered alone. Quickly it will latch on to the spelljammer with its spider like legs and assault the crew with spellcasting and biting jaws. It won't fight to the death, hoping to snatch a victim or two before disappearing into the Mists.

Atropal

Atropals are hideous, horrifying creatures, the failed undead results of unholy experiments to create new gods. Trapped in their horrific existence, atropals are hostile to all life, and will bring terror and pain upon their enemies.

Kindori

Kindori are whale-like creatures that travel in pods through Wildspace and the Astral Sea, feeding off the radiant light of stars. They are generally peaceful creatures unless threatened, but can create blinding flashes of light if defending themselves becomes necessary.

Kindori are usually encountered in pods of 2d4 members, though lone kindori might break away, separated by the confounding Mists.

Asteroid Spider

Asteroid spiders disguise themselves as nothing but simple space debris. When its prey least expects it, it strikes, latching its claws around a spelljammer and disrupting the use of its spelljamming helm.

Even when out of range of its target, an asteroid spider can quickly close the distance. Its brain functions as an SR 3 spelljamming helm, allowing it to keep pace with spelljammers that attempt to flee.

Astral Dreadnought

The dreaded Astral dreadnought is rarely seen, but feared by all who travel the infinite sea. An encounter of such proportions is best saved for a truly pivotal moment in a campaign, and not to be used lightly.

Githyanki

The githyanki were once slaves to illithid empires in the Astral Plane, and now act as militaristic "guardians" against the illithid threat to other worlds. Blending military prowess with psychic power, they are a force to be reckoned with.

Players might encounter githyanki in varying situations. The most common would be githyanki warriors and, rarely, knights. Even more rare would be a powerful gish or similar warrior of great prowess. Githyanki warriors would be encountered in groups of 1d4, riding upon star lancers. A knight or gish might be encountered riding upon a githyanki battle dragon (represented by a young sapphire dragon).

Mind Flayers

Mind flayers need no introduction. The cruel slavers of the Underdark that once held vast empires across the Astral Sea, they are masters of psionic magic and dangerous enemies to cross.

Mind flayers would be a rare sight in the Sea of Mists. They could only ever be encountered in one situation: a nautiloid, carrying 1d8+5 mind flayers, that crosses paths with the darklords. To the Strider, it might be mistaken for the Deathblow, or may be hostile regardless of allegiance. To the Deathblow, Taarzenath would assuredly see them as a threat and open fire before they had a chance to make contact.

Rarely, a nautiloid might be carrying one or two mind flayer psions. In exceptionally rare circumstances, a nautiloid might function as a small, mobile colony, and carry an elder brain within.

Other Threats on the Sea of Mists

This, of course, isn't an exhaustive list. The Astral Plane and Wildspace are infinite and scope and all manners of unseen threat hide to terrorize the pilots of spelljammers across the multiverse. Consider looking into other creatures that can swoop in from beyond the Mists.

You might even use other monsters that inhabit the Mists, not just Astral ones. The unspeakable horror is a monster native to the Mists, for example. The gloomstalker from Explorer's Guide to Wildemount is another good example of a monster that fits well for a Mist Sea encounter, even despite lacking a connection to the Astral Plane.

Stat Blocks

The following pages present the statblocks for the kindori, the neh-thalggu, the Strider, and the Deathblow. The former two are Astral terrors that have not yet been updated into 5e, and thus this is my best take on how they would work mechanically as monsters, converting them from their 2e equivalents.

The Strider and the Deathblow are spelljammers, which also have not been updated as of yet. Their stats are adapted from the Ghosts of Saltmarsh vehicle rules.


Kindori

Gargantuan beast, typically Lawful Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 310 (20d20 + 100)
  • Speed 90 ft. fly (hover)

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 6 (-2) 14 (+2) 5 (-3)

  • Saving Throws Str +10, Dex +6, Con +10
  • Skills Perception +7
  • Senses passive Perception 17
  • Challenge 14 (11,500 XP) Proficiency Bonus +5

Unusual Nature. The kindori doesn't require air.

Actions

Multiattack. The kindori makes two tail attacks and uses blinding flash if able.

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 22 (4d10) bludgeoning damage.

Blinding Flash (Recharge 5-6). The kindori emits a flash of blinding light from its leading eyes. All creatures in a 500 foot cone must make a DC 20 Constitution saving throw or be blinded. A creature can repeat this saving throw at the end of each of its turns, ending this effect on itself with a success.



Neh-Thalggu

Large aberration, typically Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 10 ft., 40 ft. fly (hover)

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 19 (+4) 14 (+2) 14 (+2)

  • Saving Throws Str +7, Con +7, Int +7, Wis +5
  • Skills Arcana +10, History +10, Perception +8, Stealth +6
  • Senses darkvision 60ft., passive Perception 17
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 8 (3,900 XP) Proficiency Bonus +3

Brain Collection. The neh-thalggu can store up to twelve brains in cavities within its own head. At the start of an encounter, all twelve cavities are filled. Whenever the neh-thalggu takes greater than 25 damage in one attack, or whenever it takes any amount of damage from a critical hit, one of its collected brains is destroyed and the cavity is left empty. For every two empty cavities, the neh-thalggu's Intelligence score is reduced by 1.

Many Minds. The neh-thalggu has advantage on Intelligence and Wisdom saving throws while it possesses eight or more collected brains.

Actions

Multiattack. The neh-thalggu makes two bite attacks, or one bite attack and one head tentacles attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage and the target must make a DC 13 Constitution saving throw. On a failure, the creature is poisoned. It can repeat this saving throw at the end of each of its turns, ending this effect on a success.

Head Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) bludgeoning damage and 9 (2d8) necrotic damage.

Extract Brain. The neh-thalggu extracts the brain from the corpse of a humanoid that has been dead for no more than one minute. The brain is stored in one of its twelve cavities.

Innate Spellcasting. The neh-thalggu casts one spell from the following list, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15).

At will: detect magic, dancing lights
1/day each: invisibility, dispel magic, phantasmal force, ray of enfeeblement, dimension door

Bonus Actions

Mental Surge. The neh-thalggu can consume the energy from one of its stored brains to boost its spellcasting. Upon doing so, the brain is destroyed, and the neh-thalggu regains one of its expended spells.



The Strider

Gargantuan vehicle (250 feet by 25 feet)


  • Creature Capacity 24/60 (Typically 35 crew)
  • Cargo Capacity 30 tons
  • Spelljamming Helm Major Helm
  • Speed SR x 200 ft. Travel Pace SR x 20 miles per hour

STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 18 (+4) 0 (+0) 0 (+0) 0 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the Strider can take 2 actions, choosing from the options below. It can take only 1 actions if it has fewer than twenty-four crew. It can't take these actions if it has fewer than five crew.

Fire Ballista. The Strider fires its ballista. This attack requires three crew.

Fire Mangonels. The Strider fires one or both of its mangonels. Each attack requires five crew.


Hull

Armor Class 15
Hit Points 500 (damage threshold 20)

Spelljamming Helm

Major Helm. One creature with at least one unexpended spell slot may attune. While attuned, the SR of the Strider is equal to their highest available spell slot.
Movement. At initiative count 20, the helmsman determines how far the Strider moves, and may make one 90 degree turn if desired. If the helmsman doesn't make a decision, it continues moving as it did on the previous round. The Strider may use its ram as part of this movement.

Weapons: Ballista

Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapons: Mangonels (2)

Armor Class 15
Hit Points 100 each
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Weapons: Ram

Armor Class 20
Hit Points 100 (damage threshold 10)
The Strider has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the ram rather than to the spelljammer. These benefits don't apply if another vessel crashes into the Strider.

Art: Jim Holloway



The Deathblow

Gargantuan vehicle (180 feet by 30 feet)


  • Creature Capacity 10/35 (Typically 25 crew)
  • Cargo Capacity 17 tons
  • Spelljamming Helm Series Helm
  • Speed SR x 200 ft. Travel Pace SR x 20 miles per hour

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 14 (+2) 0 (+0) 0 (+0) 0 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the Deathblow can take 2 actions, choosing from the options below. It can take only 1 action if it has fewer than twenty crew. It can't take these actions if it has fewer than three crew.

Fire Ballistas. The Deathblow fires any number of its ballistas. Each attack requires three crew.

Fire Mangonels. The Deathblow fires its mangonel. This attack requires five crew.

Fire Jettison. The Deathblow fires its jettison. This attack requires two crew.


Hull

Armor Class 15
Hit Points 200 (damage threshold 15)

Spelljamming Helm

Series Helm. Up to five creatures with innate spellcasting may attune to this helm. While attuned, the SR of the Strider is equal to the total number of attuned creatures. One creature (usually Taarzenath) acts as the lead helmsman.
Movement. At initiative count 20, the lead helmsman determines how far the Strider moves, and may make one 90 degree turn if desired. If the lead helmsman doesn't make a decision, it continues moving as it did on the previous round. The Deathblow may use its piercing ram as part of this movement.

Weapons: Ballistas (4)

Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapons: Mangonel

Armor Class 15
Hit Points 100
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Weapons: Piercing Ram

Armor Class 20
Hit Points 150 (damage threshold 10)
The Deathblow has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the ram rather than to the spelljammer. These benefits don't apply if another vessel crashes into the Deathblow.

Additionally, a target rammed by the Deathblow takes double the usual amount of damage, and the damage type is considered piercing rather than bludgeoning. If the Deathblow struck an object or gargantuan creature that failed its Constitution saving throw, they become locked together as the ram embeds itself in the target. While locked together, both the Deathblow and its target have their speed halved, and each drags the other with it when moving. At the start of the Deathblow's turn, the ram deals another 2d10 piercing damage to the target it is embedded in. This damage ignores the target's damage threshold.

A ship's helmsman can use an action to attempt to break free from the ram, making a DC 10 Dexterity saving throw (using the ship's stats). A rammed creature may also make this save. On a success, the Deathblow's ram is ripped free from the object or creature.

Weapons: Jettison

Armor Class 15
Hit Points 50

When activated, the jettison releases a field of debris and junk in the area immediately behind it, filling a 20 x 20 foot area. A creature or object that enters this area must make a DC 10 Dexterity saving throw or take 5d10 piercing damage. A spelljammer takes this damage to its hull. Also on a failed save, any passengers standing on an affected spelljammer's exposed deck must make a DC 20 Dexterity saving throw or fall prone.

The jettison can only be fired once. If the jettison is destroyed by any means, it automatically fires.

Action Station Rules. A jettison doesn't need to be loaded or aimed, and requires 2 actions to fire.