SKS Sabine
Small Keelboat - Harbored at Caldera currently.
Statblock - https://www.dndbeyond.com/vehicles/keelboat
KEELBOAT
Gargantuan Vehicle (60 ft. by 20 ft.)
Creature Capacity 3 crew, 4 passengers
Cargo Capacity 0.5 tons
Travel Pace 3 miles per hour (72 miles per day)
STR 16 (+3)
DEX 7 (-2)
CON 13 (+1)
INT 0
WIS 0
CHA 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.
Fire Ballistas
The keelboat can fire its ballistas (DMG, ch. 8).
Move.
The keelboat can use its helm to move with its oars or sails.
Hull
Armor Class 15
Hit Points 100 (damage threshold 10)
Control: Helm
Armor Class 12
Hit Points 50
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.
Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. speed per 20 damage taken
Speed (water) 20 ft.
Movement: Sails
Armor Class 12
Hit Points 50; -5 ft. speed per 20 damage taken
Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind
Weapon: Ballista
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Keelboats typically include a ballista (DMG, ch. 8) only when they are equipped for combat.
Statblock - https://www.dndbeyond.com/vehicles/keelboat
KEELBOAT
Gargantuan Vehicle (60 ft. by 20 ft.)
Creature Capacity 3 crew, 4 passengers
Cargo Capacity 0.5 tons
Travel Pace 3 miles per hour (72 miles per day)
STR 16 (+3)
DEX 7 (-2)
CON 13 (+1)
INT 0
WIS 0
CHA 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.
Fire Ballistas
The keelboat can fire its ballistas (DMG, ch. 8).
Move.
The keelboat can use its helm to move with its oars or sails.
Hull
Armor Class 15
Hit Points 100 (damage threshold 10)
Control: Helm
Armor Class 12
Hit Points 50
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.
Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. speed per 20 damage taken
Speed (water) 20 ft.
Movement: Sails
Armor Class 12
Hit Points 50; -5 ft. speed per 20 damage taken
Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind
Weapon: Ballista
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Keelboats typically include a ballista (DMG, ch. 8) only when they are equipped for combat.
Designation
SKS
Owner
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