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Cuuko's Magic Emporium

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The Placodermi

Huge vehicle (30ft. by 10ft.)

Armor Class 17

Hit Points 100 (damage threshold 10)

Speed 30 ft.

Capacity 4 crew, and either 2 passengers or 2 tons cargo.

Actions

  • Move A spellcaster attuned to the helm can move The Placodermi up to it's speed in any direction while submerged.

  • Harpoon Ranged Weapon Attack: +6 to hit, range 120/480 ft. Hit: 22 (4d10) piercing damage. Load: 2 actions. Aim: 1 action. Fire: 1 action.

The Placodermi is a small underwater vessel that is shaped like a sleek fish with shimmering scales. It measures 10 feet in width and 30 feet in length, and can comfortably house 4 sailors. The hull is made of magically reinforced materials that make it almost as strong as steel, while remaining lightweight maneuverable.

Sailors can enter the vessel via a round air-tight hatch located on the top, which is held firmly closed by water pressure when submerged. The interior of the vessel is fitted with sturdy wooden fixtures and rope hammocks, providing a place for the crew to work and rest during journeys.

The vessel is controlled by a mysterious magical chair known as "the helm". The design and construction of the helm do not match the rest of the ship, and it appears as if it was not originally created for The Placodermi. A spellcaster attuned to the helm can control the ship's direction, depth, and speed. Additionally, while active, the helm magically lights the interior with an orange glow.

In front of the helm, in the position of the fish's eyes, are two thick glass windows providing a wide view of the outside world.

After 3 hours, the air inside the ship becomes foul and any creature that breaths it becomes poisoned until they can find fresh air. After 6 hours, the crew begin to suffocate. The air can be refreshed by surfacing and opening the hatch, or by deploying the bellows-powered air tube which can reach the surface up to 150 feet away.

The vessel is also equipped with a harpoon gun, which the crew can use to defend themselves against underwater threats.

A brave (or foolhardy) crew could theoretically dive many hundreds of feet safely. At 4,000 feet under the window glass begins to crack. If that problem is solved, at 8,000 feet the hull starts to buckle.

Creation Notes

Inspiration words: fish and captain.

This is probably stretching the definition of "magic item." The real magic item is the helm, which is not original. But with these words, who could resist!

I was inspired by Professor Calculus' shark submarine from Tintin and the Going-under-the-water-safely Device from Discworld.


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