The Adventure Guild's Tiny Army in excal-heim | World Anvil

The Adventure Guild's Tiny Army

Babies

Micro-Griffon
micro-griffon446042

micro-griffon CR: 1/2

Tiny monstrosity, unaligned
Armor Class: 12
Hit Points: 15 ( 6d4 )
Speed: 25 ft , fly: 60 ft

STR

2 -4

DEX

15 +2

CON

10 +0

INT

3 -4

WIS

13 +1

CHA

7 -2

Skills: perception +3 , stealth +4
Senses: darkvision 60 ft., passive perception 13
Challenge Rating: 1/2

Keen Sight And Smell. The Micro Griffon has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Claws. melee weapon attack: +2 to hit, reach 5ft., one target. hit: 2 slashing damage.

-credit to Basalt-DND on tumbler for the stats and Anna Podedworna on Instagram for the art.
, Tiny Tarrasque
Tiny Tarrasque439900

Excal-heim

Tiny Tarrasque CR: 9 (5,000 XP)

Small monstrosity, chaotic neutral
Armor Class: 18
Hit Points: 180 24d6+96
Speed: 30 ft , burrow: 30 ft

STR

16 +3

DEX

11 +0

CON

18 +4

INT

3 -4

WIS

10 +0

CHA

11 +0

Damage Resistances: fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: Blindsight 60 ft, Passive Perception 10
Languages: Understands Common, and primordial but can't speak
Challenge Rating: 9 (5,000 XP)

Anti-magic Carapace. Any time the tiny tarrasque is targeted by a magic missile spell, line spell, or spell that requires a ranged attack roll, flip a coin.
Heads: the tiny tarrasque is affected by the spell as normal.
Tails: the tiny tarrasque is unaffected.

Actions

Multiattack. The tiny tarrasque makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 6 1d6+3 slashing damage.   Chomp. The tiny tarrasque makes one bite attack against a creature of medium or smaller size.
On a hit the target must succeed on a dc 18 STR save or be grappled.

, Lucas the Spider
lucas the spider446043

lucas the spider CR: 4 (1,100 XP)

Tiny beast, neutral good
Armor Class: 90
Hit Points: 11
Speed: 10 ft

STR

4 -3

DEX

10 +0

CON

5 -3

INT

8 -1

WIS

6 -2

CHA

30 +10

Skills: Performance +10, Stealth +5, Persuasion +12
Senses: passive Perception 10
Languages: Common
Challenge Rating: 4 (1,100 XP)

Plop. Lucas takes no damage from falling.
Adorable. Creatures attacking Lucas must succeed on a Charisma saving throw of DC 30 or become charmed. If they succeed on the saving throw, they automatically trigger Web Rage.

Actions

Play. Lucas plays around with some string or an instrument of his. All creatures that see or hear him playing become charmed.

This cute little guy literally cannot hurt even a fly, instead preferring to befriend them. Being a jumping spider, he is agile and quick, but cannot spin webs naturally. In his free time, he plays with toys and makes instruments to play. His little self and big eyes are so disarmingly cute that one cannot help but to fawn over him. His demeanor is like that of a child and he tries his best to help, even if he doesn't fully understand the world around him.
, Tiny Ghost
Tiny Ghost445361

Excal-heim

Tiny Ghost CR: 2 (450 XP)

Tiny ghost, unaligned
Armor Class: 11
Hit Points: 30 20d4-20
Speed: , fly: 40 ft

STR

5 -3

DEX

11 +0

CON

8 -1

INT

6 -2

WIS

12 +1

CHA

17 +3

Damage Resistances: fire, lightning, thunder; B-P-S from non magical weapons
Damage Immunities: acid, cold, necrotic, poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft, passive Perception 11
Languages: Common, Undead
Challenge Rating: 2 (450 XP)

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain.
It takes 5 1d10 force damage if it ends its turn inside an object.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 2d12+3 necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane or vice versa. While it is in the Ethereal plane, it can't affect or be affected by anything on the Material plane and vice versa.
Spooky Attempt. One non-undead creature the ghost can see within 60 feet must succeed on a DC 13 WIS save or be frightened for 1 minute. If a friendly creature succeeds by 5 or more, they must feign being frightened or the ghost becomes depressed. A frightened target can repeat the saving throw at the end of each of its turns, ending the condition on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Spooky Attempt for the next hour.

Some people believe a tiny ghost is the soul of a child, bound to haunt something that held significance to it in its life. Others think it is somehow the child of a ghost.
, Perry the Platypus
Perry the platypus459589

Perry the platypus CR: 7 (2,900xp)

Small beast, neutral good
Armor Class: 15
Hit Points:
Speed: 15 ft , swim: 30 ft

STR

10 +0

DEX

16 +3

CON

8 -1

INT

12 +1

WIS

12 +1

CHA

14 +2

Saving Throws: DEX +10, INT +7
Skills: Acrobatics +7, Stealth +7, Animal Handling +5, Sleight of Hand +7, Stealth +7
Senses: passive perception 11.
Languages: speaks platypus, understands common and gnomish.
Challenge Rating: 7 (2,900xp)

Actions

THE HAT. Perry puts on his hat and immediately takes on a bipedal stance, increasing his movement speed by 15 and giving him access to his gadgets.

No Hat. Perry removes his hat. while not wearing his hat a creature must make a DC 19 Wisdom save to realize the platypus is Perry, even if they see him take it off.

Night Vision Goggles. Perry gains Dark vision to 60 ft.

The Badge. Perry can confiscate any vehicle using the badge.

Tail Slap. +3 1d20+3 to hit, 2d6 2d6 bludgeoning danmage(nonleathal).

Dismantle. Perry can dismantle any "mechanical" construct. this take 3 turns and can only be done on a construct that is either distracted or unaware of him.

, Heckin Chonker
pusheen459885

pusheen CR: 1 (200 xp)

Tiny beast(cat), unaligned
Armor Class: 12
Hit Points: 2 2d4
Speed: 40 ft , climb: 29 ft

STR

3 -4

DEX

14 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +4
Senses: darkvision 30 ft., passive Perception 13
Challenge Rating: 1 (200 xp)

Hunters head. The cat has advantage on Wisdom (Perception) checks that rely on smell, sight, or hearing.
Lands on Four Feet. If the feline were to receive fall damage from a long fall they are not knocked prone and receive half the damage they normally would.
Cat's Elegancy. the cat can climb a flat vertical object of maximum height of 10 feet without any checks.
how the fuck did she? cats can fit through any hole big enough for their head. this being a chonker she can only fit through a hole twice the size of her head

Actions

hella taps. the cat can attack three(3) times with its claws. Claws. Melee Weapon Attack: +0 1d20 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

, Dice
Living Dice490529

Living Dice CR: 7

Tiny elementals, any
Armor Class: 1
Hit Points: 25
Speed: , can hover

STR

1 -5

DEX

1 -5

CON

1 -5

INT

7 -2

WIS

30 +10

CHA

1 -5

Skills: dancing +420
Senses: true sight 30 ft
Languages: no
Challenge Rating: 7

when rolled they cause a random effect even:Improved Wild Magic odd:Trinkets

Actions

1d4 1d6 1d8 1d10 1d12 1d20

Stress toy elementals!!! They squeak when hit or squeezed.
, Tiny Robo Dragon
Mech Pseudodragon604598

Mech Pseudodragon CR: 1/2

Tiny dragon construct, unaligned
Armor Class: 13 (Natural armor)
Hit Points: 8 ( 2d4+3 )
Speed: 15 ft , fly: 60 ft

STR

5 -3

DEX

15 +2

CON

18 +4

INT

10 +0

WIS

12 +1

CHA

10 +0

Saving Throws: Dex +4, Con +6
Skills: Perception +3, Stealth +4
Damage Vulnerabilities: Acid
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 10ft, darkvision 60ft, Passive Perception 14
Languages: Understands the languages of its creator but can't speak
Challenge Rating: 1/2

  • Keen Senses. The mechanical pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Magic Resistance. The mechanical pseudodragon has advantage on saving throws against spells and other magical effects.
  • Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem's weapon attacks are magical.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.   Flare Breath. (Recharge 1-2) Ranged Weapon Attack: +4 to hit, range 60ft., one creature. Hit: 11 ( 2d10 ) Fire damage.

it's a robo-cat.
, Bottle Child, Tiny Useless Mechanical Crab, Blink Dog, Chibi Amelia
Chibi Amelia620059

Chibi Amelia

Tiny Chibi, Any

Armor Class 14
Hit Points 8 2d8
Speed: 20 ft

STR

6
( -2 )

DEX

6
( -2 )

CON

10
( +0 )

INT

16
( +3 )

WIS

10
( +0 )

CHA

30
( +10 )

Saving Throws DEX +6, INT +6
Skills Acrobatics +6, Arcana +6, History +6, Investigation +6, Medicine +6, Perception +6
Senses Passive perception 12, darkvision 60ft
Languages Any language spoken by the PC
Challenge Rating 1/2

Description

chibi of Amelia.

Bonds

LOVE ME!!!

Flaws

LOVE ME!!!

Actions

Cute Dance. All creatures that see the chibi Amelia become charmed. DC 16   Tiny Grenade. Ranged weapon attack Range 20ft, Hit: +6 , Damage: 4d4 Force.

, Chibi Lyzira
Chibi Lyzira620075

Chibi Lyzira

Tiny Chibi, Any

Armor Class 14
Hit Points 8 2d8
Speed: 20 ft

STR

6
( -2 )

DEX

6
( -2 )

CON

10
( +0 )

INT

8
( -1 )

WIS

10
( +0 )

CHA

50
( +20 )

Saving Throws DEX +6, Cha +6
Skills Acrobatics +6, Sleight of Hand +6, Persuasion +12, Perception +12, Deception +12, Intimidation +12, Performance +12,
Senses Passive perception 12, darkvision 120ft
Languages Any language spoken by the PC
Challenge Rating 1/2

Description

Chibi of Lyzira

Bonds

LOVE ME!!!

Flaws

LOVE ME!!!


Bat. turn into a tiny bat.

Actions

Sluty Dance. All creatures that see the chibi Lyzira become charmed. DC 22   Kinky Whip. Melee weapon attack Range 10ft, Hit: +6 , Damage: 4d4 Slashing.

, Chibi Matilda
Chibi Matilda632574

Chibi Matilda

Tiny Chibi, Any

Armor Class 14
Hit Points 8 2d8
Speed: 20 ft

STR

6
( -2 )

DEX

6
( -2 )

CON

10
( +0 )

INT

8
( -1 )

WIS

10
( +0 )

CHA

50
( +20 )

Saving Throws DEX +6, Cha +6
Senses Passive perception 12, darkvision 120ft
Languages Any language spoken by the PC
Challenge Rating 1/2

Description

Chibi of Matilda

Bonds

LOVE ME!!!

Flaws

LOVE ME!!!

Actions

Cute Dance. All creatures that see the chibi Matilda become charmed. DC 22   Dirt. Ranged magic attack Range 30ft, Hit: +6 , Damage: 3d6 Bludgeoning. Summon a tiny version of Maximillion's earthen hand.

 

Mounts

Equestradon  

Explosives

The Start
Terrible Shrapnel Bomb605460

Excal-heim

Terrible Shrapnel Bomb

Explosive

Legendary

, Cursed, So very Cursed.











Damage ( 6d6+4d10 Total...)
3d6 Bludgeoning, 3d6 Piercing.
2d10 Force, 2d10 Thunder.


Bomb AOE: 20ft, Doge(dex) DC 16 at 15ft. any close and you can't doge.



Terrible Shrapnel Bomb V.1

Cost: Your morals.
Weight: 40lb

, The Nuke
Fabulous Barrel Bomb477916

Excal-heim

Fabulous Barrel Bomb

Explosive

Legendary





Damage ( 16d12 Total...)
3d12 Bludgeoning, 3d12 Piercing, 2d12 Force, 2d12 Thunder.
2d12 Lightning, 2d12 Acid, 2d12 Cold, 2d12 Fire.


Bomb AOE: 20ft, Doge(dex) DC 16 at 15ft. any close and you can't doge.

Glitter Cloud AOE: 40ft, Breathing within the Glitter Cloud causes 1d4 Bleed counters per turn.

Causes all creatures within 120ft(that have a line of sight) to have blindness for 1d6 turns.


Instructions:
Layer 1: 23 grenades,
Layer 2: 20 musket balls,
Layer 3: 1 inch of glitter,
Layer 4: Shrapnel.

Terrible Shrapnel Bomb V.2

Cost: Your morals.
Weight: 60lb

, Cute Nuke
Baby Barrel Bomb598703

world of excal-heim

Baby Barrel Bomb

Explosive

Rare

,

2d12 Thunder damage, 4d6 Lightning Damage

Bomb AOE: 20ft, Doge(dex) DC 16 at 5ft. any closer and you can't doge.

Instructions: 2 grenades, 6 musket balls, and Shrapnel.

Cost: Death by Cuteness
Weight: 30 Lb

, The End
Leggy Boi, the Barrel Bomb608785

Excal-heim

Leggy Boi, the Barrel Bomb

Explosive

Legendary

Crime Against Huwumanity, Destroyer of Worlds, Hella

A very large barrel filled with explosives. It has had the legs of a clockwork dragon attached to it.





Damage, 100d100
15d100 Bludgeoning, 15d100 Piercing, 15d100 Force, 15d100 Thunder.
40d100 Chaos.


Bomb AOE: 60ft diameter, Doge(dex) DC no.


Barrel

1 barrel with dimensions 7.5 ft diameter by 8.5 ft height.
Grenades

14400 grenades.
Manasteel

28 manasteel plates
Glitter

687.2 pounds of glitter


Cost: Your soul... and 101 platinum.
Weight: 450lb

 

Boats:

Steampunk Skyship
Drake's bane569738

Excal-heim

Drake's bane

Gargantuan vehicle,
Armor Class:
Hit Points:
Speed: , fly: 150 ft

STR

12 +1

DEX

10 +0

CON

16 +3

INT

-5

WIS

-5

CHA

-5

Senses:

Max Capacity: 4 tons

12 crew/passengers.
Cargo capacity: 3 tons

Travel Pace:

40 mph (320 miles per long rest, 960 miles per day)

Parts

Brigantine Hull

Hp: 300
AC: 15

Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.

Solar Sails

Hp: 100
AC: 13

Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.

Astral Dynamo:

Hp: 75
AC: 17

Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Alows travel to the sea of stars.

Actions

Special:

Range increases by 20ft for every 10ft the target is lower.
Range decreases by 20 ft for every 10ft the target is higher.  

Heavy bolters and railguns are on rails and can slide between port and starboard

Heavy Bolter 1.(AC 14. HP 25.) Ranged Weapon Attack: +6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage. This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Heavy Bolter 2.(AC 14. HP 25.) Ranged Weapon Attack: +6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage. This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Rail Gun 1.(AC 17. HP 25.) Ranged Weapon Attack: +7 to hit, range 300/900 ft. one target. Hit: 4d6 Piercing + 3d12 Lightning Damage. Can't target anything that is within 40ft. Must be reloaded for 1 bonus action.
Rail Gun 2.(AC 17. HP 25.) Ranged Weapon Attack: +7 to hit, range 300/900 ft. one target. Hit: 4d6 Piercing + 3d12 Lightning Damage. Can't target anything that is within 40ft. Must be reloaded for 1 bonus action.

Center

Tri-mortar Strike.(AC 16. HP 25.) Fire the central artillery and rain destruction on three points you can see. These points must be at least 50 ft away but no more than 450 ft. Each creature in a 20-foot-radius sphere centered on these points must make a DC 18 Dexterity saving throw. On a fail, they take 4d8+5 fire + 4d8+5 force damage or half as much on a success. Warning. using the Tri-mortar Strike lowers the Drake's bane by 20 ft. All creatures not affixed to the Drake's bane must make a DC 18 Dexterity saving throw, taking 1d6 bludgeoning damage on a fail.  

Repaires

As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.
Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP.   During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.  
All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.

Usual Tactics

old photo:

, Desiel Zeplin
THE ZEPLIN MK. II590152

THE ZEPLIN MK. II

Gargantuan vehicle, unaligned
Armor Class: Depends on the component being targeted
Hit Points: Depends on the component being targeted
Speed: , fly: 20 ft

STR

25 +7

DEX

7 -2

CON

14 +2

INT

0 -5

WIS

0 -5

CHA

0 -5

Senses:

Max Capacity:

3 tons

24 crew/passengers.
Cargo capacity: 1 tons

Travel Pace:

20 miles per hour (160 per long rest, 480 miles per day)

Hull(C)

Armour Class 13
Hit Points 150 (Damage threshold 15)

Helm(A)

Armour Class 20
Hit Points 75
Wheel to steer the ship, rocker lever for up and down, toggle lever for landing gear, peddle for go-go juice, peddle for stop, and a button for cruise control.
If the helm is destroyed, the ship can’t turn.

Engine(C)

Armour Class 10
Hit Points 50
These control your top speed.
Gather sunlight to power the thrusters at the rear of the ship. If you've ever seen Treasure Planet, it's like that.

Skycore(C)

Armour Class: 15 (Damage Threshold: 15)
Hit Points: 50
Special: When destroyed will result in the ship losing weightlessness and automatically start crashing. Can only be targeted once the Hull has reached 50% hit points

Actions

heavy mounted weapons

Special:

range increases by 30ft for every 10ft the target is lower,
Similarly, it decreases by 30 ft for each 10 the target is higher  

Main Gun.

Ranged Weapon Attack: +2 to hit, range 150/300 ft. one target. Hit: 20 12d12 Bludgeoning Damage and 3d6 AOE(15ft) fire damage per cannonball. Doge dc for AOE starts at 18 at the center and drops by 2 per 5ft.
deals 2d4 thunder damage to the person firing.  

Non-Combat Actions

 

Helm

Interacting(action): Allows the ship to move.  

SkyCore

Interacting(Bonus Action): Raises/lower ship by 10 ft  

Repair Component(in Combat)

heal a ship component, apart from the hull.
Action: Make a DC 24 Sleight of Hand and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 1d10 +dex+int mod
Or Make a DC 10 Athletics check and a DC 16 Mechanics check to heal 1d12 +str+int on a success.
 

Repair Ship Short Rest(Out of Combat)

During a short rest, Make a DC 36 Strength, Sleight of Hand, and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 2d10 +str/dex+int mod
Or Make a DC 10 Strength check and a DC 16 Mechanics check to heal 2d12 +str+int on a success.
The skill checks can be bypassed with 3 or more people working on repairs.

Repair Ship Long(Out of Combat)

During a Long rest, Make a DC 36 Strength, Sleight of Hand, and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 4d10 +str/dex+int mod
Or Make a DC 10 Strength check and a DC 16 Mechanics check to heal 4d12 +str+int on a success.
The skill checks can be bypassed with 3 or more people repairing

Zeplin Class Skyship. link:
  • Hull grade C; 2,500 GP, ac13, hp150
  • Helm grade A; 6,000 GP, ac20, hp75
  • Engine grade C; 5,000 GP, ac10, hp50
  • Skycore grade C; 3,000 GP, ac15, hp50
  • Total; 16,500 GP
, Kyarl's Destroyer
Kyarl's Destroyer590121

Excal-heim

Kyarl's Destroyer

Gargantuan vehicle, unaligned
Armor Class:
Hit Points:
Speed: , fly: 20 ft

STR

20 +5

DEX

7 -2

CON

17 +3

INT

0 -5

WIS

0 -5

CHA

0 -5

Senses:

Max Capacity: 16 tons

48 crew/passengers.
Cargo capacity: 12 tons

Travel Pace:

7.5 mph (60 miles per long rest, 180 miles per day)

Parts

Frigate Hull

Hp: 800
AC: 19

Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.

Solar Sails

Hp: 100
AC: 13

Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.

Arcane Dynamo:

Hp: 75
AC: 17

Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.

Actions

Special:

Range increases by 20ft for every 10ft the target is lower.
Range decreases by 20 ft for every 10ft the target is higher.  

Port Side.

Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.

Starboard Side.

Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft   Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage.   Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
 

Repairs

As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.
Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP.   During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.  
All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.