Harpoon. 40ft range. This action allows you to pull an enemy closer, denying them escape and guaranteeing a successful boarding.
Boarding. When an enemy is within 10ft you may board an enemy. Once boarded you may roll a d20 which if the number is higher than a 5 you successfully destroy the ship with no damages. Below a 5 you take d8 damage
Grapeshot. 1d10 for damage. Roll a 1d20 to hit
Ram. Ramming: 1d20 to hit, reach 10 ft., 1 target. Hit: 1 (1d20) [blunt] damage. Roll a 1d20-5 for your own boat to take damage. Immediately activates the Boarding Action.
Pursuit. When an enemy gets beyond 50 ft you may pursue them, allowing you to be within 20 ft within the incoming turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A large boat with 2 sails and 4 grapeshot cannons on each side
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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