Hull: AC:15 HP:250
When the hull is reduced to 0 HP, the ship's crew will have to make "repair saving throws." These act as death-saving throws; however, if a carpenter is performing the repair, then their INT modifier may be added.
Weaponry: AC:16 HP:100 (Each 3 cannons per side & 3 ballista per side)
When weaponry reaches 0 HP then the associated weapon is out of order for the remainder of combat.
Sails: AC:14 HP:75(Each 3 total)
For each sail of the ship that is destroyed the movement of the ship is reduced by 30 ft.
Helm: AC:20 HP:150
If the ship's helm is destroyed, the ability to maneuver the ship is lost.
Ship Movement: The captain of the ships is able to turn the ship as an action to change the direction of movement of the ship .
Ship Actions: The crew is able to perform these actions on their turn based on their roles.
Captain's Orders:The ship's captain may set the boat in various modes for sea-faring. Each mode is described below and requires an action to switch modes from the captain:
- Neutral: all ship functions remain up and running, movement is unchanged
- Law down the powder!: Movement of the ship is halted, however turning remains in tact. When making a weapon attack with the ship will have advantage as well as having an additional damage die
- Full Sail!: Weaponry becomes inert. Movement of the ship is doubled
- Prepare for close quarters!: Weaponry is inert, however when crew boards opponent's ship or when opponents board the Wavecaller, allies make their first attack roll with advantage and opponents make first attack roll with disadvantage.
Turn The Tide: Dohalim specifically can create a portion of the sea and turn it into difficult terrain for only the opponent. Range is 90ft/100ft circle. When the opponent starts its turn in the area & ends its turn in the area they take (3d8) force damage.
Cannon: Ranged Weapon Attack. +5 to hit. Range 120/220ft. One target. Hit: (4d10) bludgeoning damage.
Balista: Ranged Weapon Attack. +5 to hit. Range 220/320ft. One target. Hit: (3d8) piercing damage.
RAMMING SPEED: The opposing ship must make a DC 17 DEX saving throw in order to take half damage from this attack. Otherwise the target takes full damage from (7d12) blugeoning damage. If the target fails its saving throw, the ramming ship is lodged into the target and its speed drops to 0. As an action, the ship can attempt to pull away from the oppennt with a DC 17 STR saving throw.
As the crew's bonus actions, they can perform various operation of the ship
Powder Monkey's can use their bonus action to Pack The Good Powder: which allows them to add an additional damage dice to the cannons/ballista
Navigators can use their bonus action to Read Their Enemy: this allows them to identify some information about the opposing ship, they can chose a part and know its HP, AC, or current crew status with a DC 15 INV/PERC check
Bozeman can use their bonus action to Inspire the ships crew, giving them a temporary 5HP if they are within 60ft of the Bozeman
Carpenters can use their bonus action to fix small leaks in the ship, such as damage from the ballista. The ship would heal 1d8 HP. Larger dagame including weaponry and mast damage will require multiple actions to try and fix with DC 15 INT saving throws, which would heal 2d10 HP.
Swashbucklers can use their bonus action to Steel themselves add 2 to their AC a number of times equal to their proficiency modifier until the start of their next turn.
The Ship has no reactions.
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
The Wavecaller is Dohalim's personal vessel. Passed down from each Herald from within the past 100 years, the ship is old but due to the sturdy hull constructed from stronger lumber from northern Durandal, it has stood the test of time. Made to be an imposing force on the sea, Dohalim pilots this ship with pride.
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.
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If the [monster name] dies, these effects fade over the course of #d# days.