Creature Capacity. 3 Crew, 4 Passengers
Cargo Capacity. 0.5 tons
If it has half crew or fewer, it can use either oars or ballista but not both.
Control: Helm. Armor Class 12, HP 50. Move up to the speed of both movement components and make up to a 90-degree turn
Movement: Sails. AC 12, HP 30, -5 speed per 10 damage taken. Locomotion (sand), 25 feet via thrusters.
Movement: Oars. AC 12, HP 30, -5 speed per 10 damage taken. Locomotion (sand), 25 feet.
Action: Ram. AC 20, HP 100. The galley has advantage on all saving throws relating to crashing when it crashes into a creature or object, and any damage it suffers from the crash is instead applied to the ram. DC 13 or take 10d8 bludgeoning damage, half as much on save.
Action: Ballistas (2). AC 15, HP 50. Ranged Weapon Attack: +6 to hit, range 120/480 ft., 1 target. Hit: 13 (3d10) piercing damage.
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 sand warship with solar sails that power its thruster and empowered oars. It is currently owned by the Silver Swords crew.
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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