Ship Components. The ship is made of different pieces, disabling a specific section of the ship causes attack rolls against the ship gain a cumulative +2 to hit and Dexterity saving throws made by the ship are reduced by 2.
Helm: AC:15, HP: 35. Reducing the HP of the helm to zero causes the ship to be unable to turn.
Sails: AC: 10, HP: 35. Reducing the HP of the sails to zero, means the ship cannot move or ram.
Hull: AC: 15, DT: 10. Reducing the HP of the Hull to zero destroys the ship and causes it to sink. If a specific section of the ship is not targeted, or the ship takes damage from a volley, the Hull takes the amount of damage rolled.
Siege Monster. The ship deals double damage to objects and structures.
Multiattack. The ship can make one cannon attack and one swivel gun attack. It can replace a cannon attack with a Volley or another swivel gun attack.
Cannon. Ranged Weapon Attack: +6 to hit, range 600/2400 ft., 1 target. Hit: 33 (6d10) bludgeoning damage.
Swivel Gun. Ranged Weapon Attack: +6 to hit, range 450/2,250 ft., 1 target. Hit: 19 (3d12) piercing damage.
Heal. One area of the ship heals for 10 (1d20) health.
Cannon Volley (Recharge 4-6). The ship fires a volley of cannon fire in a 80ft wide, 300ft long column. Each object, structure, or ship in the column must make a DC 15 Dexterity saving, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one.
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