Gargantuan Construct, Unaligned
Armor Class 16 Wooden
Hit Points 500 (35d20)
Speed 50 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +10, CON +10
Damage Immunities Cold, Lightning, Poison, Psychic, Radiant, Thunder
Senses Passive Perception 1
Languages Thieves' cant plus any two languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Water Propulsion. When the ship is in the water, you can add the speed of the current (an increase of 10 feet for every 1 mph).

Sailing speed. if the sails are down, you can add the speed of the wind to the ships swimming speed (the same rules apply to this speed increase as they do to the current bonus).

Crew Perception. If their is someone on the ship with a higher passive perception then the ship, the ship uses that creature's perception.

Water Vehicle. To take any bonus action or move in the water, the ship must be manned by at least 15 humanoids proficient with water vehicles.

Actions

Manned by a Crew. On its turn, the warship can take 20 actions, choosing from the options below. It can take only 15 actions if it has fewer than 20 crew and only 5 actions if it has fewer than 10. It can't take these actions if it has fewer than three crew.

Naval Ram (1/Round). Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 56 (11d6 + 10) bludgeoning damage. Any creatures on the target must make a DC 15 Strength saving throw, taking 12 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are knocked prone unless they are proficient with water vehicles.

Ballista (3 Actions). Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10 + 3) piercing damage, and the target must make a DC 15 Strength saving throw, being pushed back 15 feet on a failed save. Creatures in the path of the pushed creature must succeed a DC 12 Dexterity saving throw or take half the piercing damage.

The ballista can be used a number of times in a single round equal to twice the amount of ballistae on board.

Mangonel (5 Actions). Ranged Weapon Attack: +5 to hit, range 200/800 ft., multiple targets in a 10 foot sphere. Hit: 32 (5d10 + 5) bludgeoning damage, and the target must succeed a DC 18 Strength saving throw or be knocked [condition]prone[/prone].

The mangonel can be used a number of times in a single round equal to twice the amount of mangonel on board.

Bonus Actions

If there are up to 20 humanoids that are proficient with water vehicles on the ship, it can take the following actions

1. The ships sails are lowered or raised 

2. The ships ranged weapons are restocked, allowing it to recharge its ranged attacks, reducing the Ballista Actions to 2 and the Mangonel Actions to 3.

3. A damaged part of the ship is repaired, and the ship regains 10 hit points

Description

The ideal warship is guided by at least 20 crew. Different areas on a warship can be targeted to weaken the ship's defenses, attacks, and speed.

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. Proficiency with water vehicles is required to control the helm.

Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 20 crew)

Movement: Sails
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (water) 35 ft.; 15 ft. while sailing into the wind.

Weapon: Naval Ram
Armor Class 20
Hit Points 100
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.

Example Crew
A sailing ship or warship requires a large crew to properly sail the vessel. If player characters are guests on a sailing ship or warship, the crew consists of the following creatures (unless otherwise stated), all of which have proficiency with water vehicles in addition to their normal statistics:

One captain (bandit captain stats)
Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble stats)
Twenty-five sailors (commoner stats)

Monster Tags: construct

Habitat: Coastal

Clemencyetcetc

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