SKS Slitherscale
Slitherscale - Galley
Gargantuan vehicle (130 ft. by 20 ft.)
Creature Capacity 80 crew, 40 passengers
Crewed entirely by Lizardfolk
Cargo Capacity 150 tons
Travel Pace 4 miles per hour (96 miles per day)
STR 24 (+7)
DEX 4 (−3)
CON 20 (+5)
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 galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew.
Fire Ballistas - The galley can fire its ballistas (DMG, ch. 8).
Fire Mangonels - The galley can fire its mangonels (DMG, ch. 8).
Fire Cannons - The galley can fire its cannons, individually or as a broadside(takes 2 actions) (DMG, ch. 8).
Move - The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.
Hull - Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm - Armor Class 16
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 galley can’t turn.
Movement: Oars - Armor Class 12
Hit Points 100; −5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 40 crew)
Movement: Sails - Armor Class 12
Hit Points 100; −10 ft. speed per 25 damage taken
Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Weapons: Ballistas (4) - Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapons: Mangonels (2) - Armor Class 15
Hit Points 100 each
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.
Weapons: Heavy cannon (32) - Armor Class: 15
Hit Points: 40
Damage immunities: poison, psychic
-The heavy cannon uses small cannonballs as ammunition. This weapon requires at least two people to load, aim, and fire. Every time it is fired, the loaders must make a DC 15 Strength saving throw. Each character who fails is knocked prone.
-Cannon Ball: Ranged Weapon Attack: +5 to hit, range 200/900 ft., one target. Hit: 23 (5d8) bludgeoning damage + if the target is medium must make a Strength saving throw vs DC 10 or 1/2 the damage suffered (whichever is higher), or else is pushed 5 feet and knocked prone. If the target is Small or Tiny, it is automatically pushed 10 feet and knocked prone.
Weapon: Naval Ram - Armor Class 20
Hit Points 100 (damage threshold 10)
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an 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 galley.
Gargantuan vehicle (130 ft. by 20 ft.)
Creature Capacity 80 crew, 40 passengers
Crewed entirely by Lizardfolk
Cargo Capacity 150 tons
Travel Pace 4 miles per hour (96 miles per day)
STR 24 (+7)
DEX 4 (−3)
CON 20 (+5)
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 galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can’t take these actions if it has fewer than three crew.
Fire Ballistas - The galley can fire its ballistas (DMG, ch. 8).
Fire Mangonels - The galley can fire its mangonels (DMG, ch. 8).
Fire Cannons - The galley can fire its cannons, individually or as a broadside(takes 2 actions) (DMG, ch. 8).
Move - The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.
Hull - Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm - Armor Class 16
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 galley can’t turn.
Movement: Oars - Armor Class 12
Hit Points 100; −5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 40 crew)
Movement: Sails - Armor Class 12
Hit Points 100; −10 ft. speed per 25 damage taken
Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Weapons: Ballistas (4) - Armor Class 15
Hit Points 50 each
Weapons: Mangonels (2) - Armor Class 15
Hit Points 100 each
Weapons: Heavy cannon (32) - Armor Class: 15
Hit Points: 40
Damage immunities: poison, psychic
-The heavy cannon uses small cannonballs as ammunition. This weapon requires at least two people to load, aim, and fire. Every time it is fired, the loaders must make a DC 15 Strength saving throw. Each character who fails is knocked prone.
-Cannon Ball: Ranged Weapon Attack: +5 to hit, range 200/900 ft., one target. Hit: 23 (5d8) bludgeoning damage + if the target is medium must make a Strength saving throw vs DC 10 or 1/2 the damage suffered (whichever is higher), or else is pushed 5 feet and knocked prone. If the target is Small or Tiny, it is automatically pushed 10 feet and knocked prone.
Weapon: Naval Ram - Armor Class 20
Hit Points 100 (damage threshold 10)
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an 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 galley.
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