- Cost ฿50,000,000
- Upgrade Slots 5
- Crew Maximum 8 crew, 10 passengers
- Cargo Capacity 10 tons
- Travel Pace 4 miles per hour (96 miles per day)
Hull
Armor Class. 15
Hit Points. 150 (damage threshold 10)
Control: Helm
Armor Class. 15
Hit Points. 50
Controls movement components, with one 90-degree turn. If the helm is destroyed, the caravel can't turn.
Movement: Sails
Armor Class. 12
Hit Points. 100; -5 ft. speed per 25 damage taken
Locomotion (water). sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
On its turn, the caravel can move using its control and one movement component, and attack with its weapons. If it has half its crew or fewer, it moves at half speed and can only use half its weapons (rounded down).
Weapon: Cannon (2)
Armor Class. 15
Hit Points. 50
Ranged Weapon Attack: +6 to hit, reach 120/480 ft., one target. Hit: 16 (3d10) bludgeoning 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.
Mythic Action Name. 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
Ship :>
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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