Leeward

The Leeward was a ship that the Ring & Wren commandeered and fixed up (multiple times). It is named in memory of their fallen member Lee.

Propulsion

The Leeward uses war sails and oars to propel it through the water and flight sails to propel itself aloft.

Weapons & Armament

The Leeward is equipped with a ballista, a mangonel, and a flame spitter.

Armor and defense

The Leeward has a reinforced hull, warship plating, and a special arcane shield to protect it.
Designation
Leeward
Owning Organization
Length
70ft
Speed
5 mph (120 mpd)
Complement / Crew
Autonomous Crew
Cargo & Passenger Capacity
20 crew, 40 passengers, 10 ton cargo

Leeward

Vehicle

Varies

Gargantuan vehicle (70 ft. by 20 ft.)
Creature Capacity: 20 crew, 40 passengers
Cargo Capacity: 10 tons
Travel Pace: 5 miles per hour (120 miles per day) ; travel pace is doubled while flying

Stats

STR DEX CON INT WIS CHA
20 6 17 0 0 0
Initiative: +3   Damage Immunities: Poison, psychic
Condition Immunities: Blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious    

Actions

  On its turn, the ship can take 3 actions, choosing from the options below. It can only take 2 actions if it has fewer than fifteen crew and only 1 action if it has fewer than ten. It can’t take these actions if it has fewer than five crew.  
  • Fire Ballistas. The Leeward can fire its ballista.
  • Fire Mangonel. The Leeward can fire its mangonel.
  • Fire Flame Spitter. The Leeward can fire its flame spitter.
  • Move. The Leeward can use its helm to move with its sails.
 

Control

Helm

Armor Class Hit Points
16 50
Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can’t turn.  

Hull

Armor Class Hit Points
17 400 (20 Damage Threshold)

Autonomous Crew

A crew of animated objects, constructs, conjured spirits, or undead mans this ship. Because of this, you have no need to pay or supply a living crew. They are considered proficient in all stations aboard the ship.

Weapons & Attacks



Ballista

















Armor Class Hit Points Attack Bonus Range Damage
15 50 +6 (ranged weapon attack) 120/480 ft; one target 16 (3d10) piercing damage

Mangonel

















Armor Class Hit Points Attack Bonus Range Damage
15 100 +5 (ranged weapon attack) 200/800 ft; one target (can't hit targets within 60ft of it) 27 (5d10) bludgeoning damage

Flame Spitter

















Armor Class Hit Points Attack Bonus Range Damage
15 100 +7 (ranged weapon attack) 50/200; one target 35 (10d6) fire damage, x2 to sails

Special Effects: Lights enemy ship on fire causing an additional 18 (5d6) fire damage at the start of their turn until they extinguish it. If you roll a Natural 1 while making a Ranged Weapon Attack with this weapon, make a DEX Save DC 12. On a failure the weapon explodes, dealing 35 (10d6) fire damage to you and your ship. The weapon cannot be used again until it is repaired.

Protection


Arcane Shield











Armor Class Hit Points
17 50

As a reaction, you trigger a gargantuan invisible barrier of magical force that appears and protects your ship. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. You can activate this effect three times per day.

Movement


Flight Sails











Armor Class Hit Points
12 100; -10ft speed per 25 damage taken

Locomotion: (air) sails, speed 45 ft;

15 ft. while sailing into the wind;

90 ft. while sailing with the wind.


Special: Your ship gains a flying speed equal to its sailing speed and doubles its travel pace.

War Sails











Armor Class Hit Points
12 100; -10ft speed per 25 damage taken

Locomotion: (water) sails, speed 45 ft.;

15 ft. while sailing into the wind;

60 ft. while sailing with the wind.


Special: Adds +5 to initiative

Oars











Armor Class Hit Points
12 100; -5ft speed per 25 damage taken

Locomotion: (water) oars, speed 20 ft.