0% found this document useful (0 votes)
16 views2 pages

Half Boat

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views2 pages

Half Boat

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Half-Boat

(Galleon)
Large ship (150 ft. long by 45 ft. wide)
Armor Class 20
Hit Points 450
Damage Threshold 20
Weapon Slots 15
Initiative +3
Sail Stations 12
Speed 15 ft unit (Max Speed 150 ft)
Crew Required 30/160
Passenger Capacity 200
Tonnage 320
Traits
Sail Powered. Wind-driven; Speed set to 0 in Dead Wind. With at least half Sail
Stations manned, the ship may furl sails to remain stationary until unfurled.
Helmsman Required. A helmsman is required to maneuver the ship; without
one, the ship can only move in a straight line.
Actions
Cannons (12 cannons mounted port and starboard, 6 either side)

Cannonball. Ranged Weapon Attack: range 600/2,400 ft., one target. Hit:
88 (16d10) bludgeoning damage.

Chain Shot. Ranged Weapon Attack: range 150/300 ft., one target. Hit: 66
(12d10) bludgeoning damage. Disables one Sail Station until repaired.

Grapeshot. Ranged Weapon Attack: range 100 ft., 15-ft. radius sphere, DC
15 Dexterity saving throw, 33 (8d6) piercing damage on a failed save, half
on success.

Explosive Cannonball. Ranged Weapon Attack: range 500/1,500 ft., 20-ft.


radius sphere, one target. Hit: 44 (10d8) fire damage; sets target ablaze,

Half-Boat 1
dealing 11 (3d6) fire damage at the start of each turn until extinguished.

Dragon Head (Mounted at the bow)

Dragon Fire. 90-ft. cone, DC 18 Dexterity saving throw. Targets take 84


(24d6) fire damage on a failed save, half on success. Ignites flammable
materials, dealing 14 (4d6) fire damage each turn until extinguished.
Requires two rounds to recharge.

Salamander Launchers (2 mounted at stern and port)

Salamander Fireball. Ranged Weapon Attack: range 150/300 ft., 10-ft.


radius, one target. Hit: 66 (18d6) fire damage; ignites the target, dealing 14
(4d6) fire damage each turn until extinguished. Three rounds required
between uses.

Naval Ram (Reinforced ironwood, hidden at the bow)

Ram. When ramming, the Half-Boat takes no damage on a successful hit


and half damage on a miss. On a hit, the target takes 88 (24d6)
bludgeoning damage. Creatures near the impact zone take 22 (6d6) force
damage.

Creature Launcher (Mounted on starboard side)

Living Projectile. Range 300/600 ft., fires a willing or small creature. On


impact, the creature takes 22 (6d6) force damage. If the attack misses, the
creature lands 1d100 ft. away from the target point in a random direction.

Arcana-Tillery (Central, allows spell-shots)

Spell-shot. Ranged Weapon Attack: range 600/2,400 ft., one target. Hit: 18
(4d8) bludgeoning damage, releases stored spell effect upon impact.

Magic Mesh. Activated to grant resistance to magical effects. Grants the ship a
Strength or Dexterity saving throw when required by magic, with the roller
adding their Arcana bonus.

Spiked Plates. Lined with iron spikes along the hull; creatures climbing take 14
(4d6) piercing damage for every 5 feet climbed.

Half-Boat 2

You might also like