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 |
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 |
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.