Armor Class: 12
Hit Points: 500 (250/125)
Damage Threshold: 10
Speed: 10 Knots - 1000 ft. or 5 spaces (275 Miles Per Day)
Size: Gargantuan (Approx. 100’ x 25’)
Crew: 10/5
Creature Capacity: 90
500 is the max HP. If the ship reaches 250 HP, it is slowed and its movement is halved. If the ship is reduced to 125 HP it is disabled and movement becomes impossible.
10 is the ship's optimal crew size, granting +3 to attack rolls made with the ship's weaponry. 5 is the minimum required crew size. If the crew size falls below 5 , the ship's movement is halved.
Cannonball types:
- Cannonball: range 600/2400 ft. Hit 33(6d10) bludgeoning damage.
- Once loaded with a cannonball, the operator grips the weapon and speaks the command word, “FIRE.” The cannonball launches in a thunderous burst of arcane energy toward the aimed direction.
- Chain Shot: range 300/1200 ft. Hit 16 (3d10) bludgeoning damage.
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On a successful hit, Chain Shot increases a vessel’s Slowed and Disabled thresholds by an amount equal to the damage dealt. Example: If the shot deals 16 damage and the vessel’s Slowed/Disabled thresholds are 125/62, they become 141/78, respectively.
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- Fire Shot: range 200/500 ft. Hit 11 (2d10) fire damage.
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On a successful hit, exposed flammable objects (such as sails, ropes, and deck fixtures) ignite a 5 ft. area unless submerged or soaked. Burning sections take 4d6 fire damage (14) at the start of each ship round until extinguished.
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Fires spread 15 ft per ship round or 5 ft per combat round.
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Any creature that begins its turn in or moves through flames takes 2d6 fire damage. Additionally, all attack and move ship actions are made at disadvantage.
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Fire damage from unextinguished flames ignores a vessel’s Damage Threshold.
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A crew member can use an action to extinguish the flames with a Strength or Dexterity check (DC 8)
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