Gargantuan Construct, Neutral
Armor Class 15 Natural
Hit Points 1000 (100d10)
Speed
STR
20 (+5)
DEX
3 (-4)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Senses Passive Perception 10
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Actions
Weapon: Ballista (16)
Armor Class 15
Hit Points 50 each

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapon: Catapult (2)
Armor Class 15
Hit Points 100

Ranged Weapon Attack: +5 to hit, range 200/800 ft. Hit: 27 (5d10) bludgeoning damage. Also capable of fire shot.

Weapon: Naval Ram
Armor Class 22
Hit Points 100 (damage threshold 10)
The warship has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

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.

 
Amazingseahorse

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