Galley
Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship’s purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.
The crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
One captain (bandit captain)
Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scouts)
Forty-two sailors (commoners)
Twelve siege engineers (guards)
Twenty guards
Power Generation
The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.
Propulsion
Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.
Weapons & Armament
Ballistas. Four ballistas are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.
Mangonels. Two mangonels are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.
Naval Ram. The galley’s stern features an iron naval ram used for attacking other ships.
Armor and defense
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.
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.
Communication Tools & Systems
A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers’ strokes.
Sensors
Hanging lanterns cast bright light throughout the ship.
Additional & auxiliary systems
Rigging on the ship can be climbed without an ability check.
Hangars & docked vessels
Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.
Price
30,000 gp
Length
130 ft x 20 ft
Height
The ceiling of the galley’s lower deck is 8 feet high.
Weight
150 tons
Speed
4 miles per hour (96 miles per day)
Complement / Crew
A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers.
Cargo & Passenger Capacity
Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.
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