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Warship

Gargantuan vehicle, unaligned
Armor Class Hull: 15 , Helm: 18, Oars: 12, Sails: 12, Ballistas: 15, Mangonels: 15, Naval Ram: 20
Hit Points Hull: 500 (Threshold 20) , Helm: 50, Oars: 100, Sails: 100, Ballistas: 50, Mangonels: 100, Naval Ram: 100 (Threshold 10)
Speed 20ft Swim: 35ft

STR
20 +5
DEX
4 -3
CON
20 +5
INT
0 0
WIS
0 0
CHA
0 0

Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, fightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Challenge N/A


Actions

Fire Ballistas. The Warship can fire its ballistas; Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 3d10 piercing damage   Fire Mangonels. The warship can fire its mangonels: Ranged Weapon Attack +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target Hit: 27 5d10 bludgeoning damage.   Move. The warship can use its helm to move with its oars or sails. As part of this move it can use its naval ram   Naval Ram The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.


 

When the oars are damaged, the ship has -5 ft. speed per 25 damage taken (when using oars for movement). Using the oars requires a minimum of 20 crew members and the ship moves at a speed of 20 ft.,   When the sails are damaged, the ship has -10 ft. speed per 25 damage taken. The sails provide a movement speed of 35 ft., the movement is reduced to 15 ft. while sailing into the wind, and is increased to 50 ft. while sailing with the wind


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