A living, ornate starship grown by the void artisans as both home and work of art, which paralyzes enemy pilots with a mental scream before spearing their vessels.
An esthetic is a biological ship, a symbiotic creation of the void artisans who use it for travel and as a dwelling. It sustains itself indefinitely but has no mind of its own, depending entirely on the artisan who grew it. Because each one reflects its creator's personality, no two look alike. Some are bilaterally symmetrical like a human body, some radiate out like a starfish, and some follow no symmetry at all; the only constant is lavish, extravagant ornamentation.
Tactics differ from ship to ship, but the usual pattern is to cripple the target first with a helm-scream, an innate spell-like ability (not a spell, and never available to characters). It reaches 2,500 yards and strikes a single starhelm pilot, disrupting the energy flow that drives a starhelm. A pilot, whether a living void creature or a humanoid, normally loses the ability to fly a ship for 3d6 turns, rather like a crushing migraine; on a failed save vs. spell, the result is a hemorrhage in the brain that kills or leaves permanent damage. Aimed at a dwarven forge-helm, it snuffs the forge fires and leaves the stokers clutching their heads on the deck.
With its prey stalled, the esthetic closes in, grapples, and rams home a hollow boarding spike for 6d10 damage. Against living creatures the spike can pump in a digestive enzyme for 2d12 a round (save vs. breath weapon for half) that dissolves tissue for the ship to absorb. Against other vessels the spike splits open to unload boarding parties of servant helots and bred shock troops.
After a cataclysm destroyed their homeworld, the void artisans needed new homes and saw a chance to merge that need with their passions for artistic perfection and self-expression. Centuries of experiment produced the esthetics, which have housed them ever since.
An esthetic has no visible doors or hatches, which frustrates boarders. Entry is through permeable membranes across its body. Its creator can pass in or out at will, but companions need the artisan's explicit permission. When its owner is away, the ship follows standing orders such as 'admit no strangers' or 'stay within 100 yards of this dock.'
If the artisan dies, goes mad, falls into despair or otherwise loses its wits, the ship changes to match, rotting or sprouting blades and spiked flanges, and often develops a forceful personality of its own. An esthetic is as fast as the quickest known vessel (speed rating 7) and perhaps faster. What moves it is unknown, though its own deliberate effort seems to play a part.
Esthetics are fully self-sufficient, neither taking from their surroundings nor giving back. One theory credits photosynthesis; another says they filter particles from their air envelope and turn them into food.
They cannot enter the flame-sea, so an artisan whose ship is its only transport is stuck within one crystal shell, a handy reason for it to seek help from adventurers. Legend tells of huge floating bases, ornate and utterly asymmetrical, that hold many artisans and their ships and can teleport between crystal shells.
More: Monsters starting with E · Spelljammer monsters · All monsters A-Z
| Climate/Terrain | Any space |
|---|---|
| Frequency | Very rare |
| Organization | Solitary (symbiont with reigar) |
| Activity Cycle | Any |
| Diet | Special |
| Intelligence | None (symbiont) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 1 |
| Armor Class | 0 |
| Movement | Fl 50 (B) |
| Hit Dice | 20-100 hull points |
| THAC0 | 5 |
| No. of Attacks | 2 |
| Damage/Attack | See below |
| Special Attacks | Jammerscream, grappling |
| Special Defenses | None |
| Magic Resistance | Nil |
| Size | G |
| Morale | Elite (13-14) |
| XP Value | 10.000 max |