Keelboat

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  One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.    

General features

  A keelboat has the following features   Light. A hanging lantern or two casts bright light across the ship.   Rigging. Rigging on the ship can be climbed without an ability check.   Sails. The keelboat has one 10-foot-tall mast with sails.      

Example Crew

  A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.    

Room description

 

Keelboat Deck

The deck of the keelboat has the following features:   Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.   Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.   Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.  

Keelboat Cabin

The keelboat cabin has the following features:   Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.   Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.  

Variant Designs

 

Keelboat v2

 

 
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STR DEX CON
16(+3) 7(-2) 13(+1)
Damage Immunities poison, psychic   Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious  

SHIP COMPONENTS

   

Hull

  Armor Class 15 Hit Points 100 (damage threshold 10)

Control: HELM

Armor Class 12 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.

Movement: Oars

Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water) 20 ft.  

Movement: Sails

  Armor Class 12 Hit Points 100; -5 ft. speed per 20 damage taken Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind.

Weapon: Ballista

  Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Actions

Луч
20
Длина
60
Скорость
3 miles per hour (72 miles per day)
Дополнение/Экипаж
3 crew, 4 passengers
Грузо- и пассажировместимость
0.5 tons

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