#### **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 |