Gargantuan unknown, Unaligned
Armor Class 12 varies
Hit Points 500 (66d6)
Speed 15 ft.
STR
18 (+4)
DEX
7 (-2)
CON
15 (+2)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Creature Capacity. 10 crew, 10 passengers
Cargo capacity. 50 tons
Travel Pace. 5 miles per hour (120 miles per day)

Hull
Armor class 
15
Hit Points 300 (damage threshold 10) (250 base and Reinforced Hull)

Movement: Sails
Armor Class 12  
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind 

Control: Helm
Armor Class 
18
Hit Points 50; if destroyed ship can't turn

Weapon: Ballista
Armor Class 
15
Hit Points 50

Actions

Ship Actions. On its turn the ship can take 3 actions with at least 8 crew, 2 actions with at least 6 crew, 1 action with at least 3 crew.

Character Actions. On their turn a character can replace their actions with one below where appropriate using their stats and proficiencies.

Turn (Helm). Turn up to 90 degrees

Move (sails). Move up the entire current speed based on the wind direction

Fire Ballista. Ranged Weapon Attack: +4 to hit, range 120/480 ft., one target.
Hit: 3d10  piercing damage.

Description

A fast Merchant Yacht of moderate size, the Sea Ghost shows her age but she can still move and has been recently upgraded.

Crew: A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew’s skill, experience, morale, and health are defined by its quality score. This score can affect a number of general ship activities, like the crew’s ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as −10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good healthcare, and receives fair leadership.

Repairing the Ship: Because of their specialized construction, ships (as well as oars and sails) usually require Artisan’s Tools to repair. Depending on the nature of the damage, carpenter’s tools or weaver’s tools or other tools or skills, can be used to repair ships with the GM’s approval. In general, a day’s worth of work by a single person using the appropriate skill to repair a ship requires 10 gp of raw materials and a DC 10 skill check: on a success, this repairs an amount of hit points equal to the total of the skill check rolled, or 5 hit points on a failure.

drjones76

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