SAILING SHIP
Gargantuan Gargantuan Vehicle (100 ft. by 20 ft., Unaligned
Armor Class 15
Hit Points 30
Speed:
45 ft
Swim: 60 ft
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Description
Cargo Capactiy
100 tons
Creature capacity
30 crew, 20 passengers
Ships don't have any iniative bonus and the crew share the same turn as the ship they are on
Large ship:
Weapons/attacks that aren't siege weapons deal 1/10th of their rolled damage (rounded down)
Repair
The crew can use one of their actions to attempt a repair.
DC
15 strength saving throw, on a success recover
1d4+1 HP
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.
Fire Ballistas
. The ship can fire its
ballista
Fire Mangonel
. The galley can fire its
mangonel
Move
. The ship can use its
helm to move with its
sails.
Control: Helm
Armor Class 18
Hit Points 5
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 12
Hit Points 10;
-5 ft. speed per
2 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapon: Ballista
Siege weapon
Armor Class 15
Hit Points 5
Ranged Weapon Attack:
+6 to hit, range
120/480 ft., one target. Hit: 4
1d6 piercing damage.
Weapon: Mangonel
Siege weapon
Armor Class 15
Hit Points 10
Ranged Weapon Attack: +5 to hit, range
200/800 ft. (can't hit targets within
60 ft. of it), one target. Hit: 5
1d10 bludgeoning damage.
Ship layout