A sailing ship designed for speed, however more cargo will slow it down.
Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Light. Hanging lanterns cast bright light throughout the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails. The ship has three 100-foot-tall masts with sails to catch the wind for more speed a forward sail (jibsheet) can be rigged. Also Oar when there is no wind.
Capacity 200 crew, 60 passengers
Cargo Capacity 1000 tons
Travel Pace 4 miles per hour (5 miles per hour with Jibsheet) 1 mile per hours with oars
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Ranged Weapon Attack: +5 to hit, range 200/800 ft. Hit: 27 (5d10) bludgeoning damage. Also capable of fire shot.
Enter the description for how bonus actions work for your monster here.
Hit Point and Armor for ship components
Sails Armor Class 14 Hit Points 100; -10 ft. speed per 25 damage taken Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind. With Jibsheet up a 5ft to speed. Oars 1 Mile per hour
Hull Armor Class 16 Hit Points 1000 (damage threshold 20)
Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn. Emergency steer can be accomplished below decks
Description
Pirate Flagship. Three masts ship used to attack city/port defenses and Navy ships. When conducting paracy, tactics are to approach similar sized ships and below with Jolly Roger raised and ask for surrender. If merchant ship resists, warning shots, followed by disabling attacks against sails. Finally boarding if necessary. Standard bride/loot is 30% of cargo.
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