#### **Warship Stat Block**
**AC:** 18
**HP:** 250
**Speed:** 60 ft
**Crew Required:** 3
- Captain (steering)
- Port Gunner
- Starboard Gunner
A player can fill any role each round.
**Cannon**
- +6 to hit
- Range 200ft
- 4d10 bludgeoning damage
#### **Repairing**
A player adjacent to damaged ship sections may spend an action to repair
**Action:** Repair
- DC 15 Intelligence (Tinker's Tools) or Carpenter's Tools
- Restore 2d10 HP
#### **Ship Damage**
|**Remaining HP**|**Effect**|
|---|---|
|250|No penalty|
|150|Speed halved|
|0|Ship sinks|
#### Damage**
Each side has 2 cannons. Destroyed cannons cannot fire.
- AC 15
- HP 20
#### Combat**
During naval combat, each ship gets **1 Ship Action** per round. After the Ship Action is resolved, the players aboard that ship take their turns as normal.
#### **Ship Actions**
Each round, choose **one** of the following:
- Move the ship up to its speed.
- Fire a cannon on one side of the ship.
- Reload a cannon
- Repair Attempt emergency repairs to the ship.
- Ram Attempt to collide with a creature or vessel.
- Alternative Action Attempt approved by the DM.
#### **Range**
Naval encounters use ranges:
- **Long Range:** Cannons may fire. No player Actions (Greater than 120ft)
- **Medium Range:** Cannons may fire. Long-range spells and attacks may be used. (60ft to 120ft)
- **Close Range:** No Cannon Fire. Players full actions (60ft or less)
### Sea Monster Targeting
When a monster attacks a ship:
| d6 | Target |
| --- | ----------------- |
| 1-3 | Hull |
| 4 | Port Cannons |
| 5 | Starboard Cannons |
| 6 | Random player |