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Maldak's Fury

Maldak'sFury.JPEG
 

Maldak's Fury

Large ship, unaligned
Armor Class: 15
Hit Points: 300
Speed:

STR

20 +5

DEX

7 -2

CON

13 +1

INT

0 -5

WIS

0 -5

CHA

0 -5

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 take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.   Fire Ballistas. The ship can fire its ballista.   Fire Mangonel. The galley can fire its mangonel.   Move. The ship can use its helm to move with its sails.

Helm

Medium ship, unaligned
Armor Class: 18
Hit Points: 50
Speed:

STR

20 +5

DEX

0 -5

CON

13 +1

INT

0 -5

WIS

0 -5

CHA

0 -5


Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

 

Sails

Large ship, unaligned
Armor Class: 12
Hit Points: 100; -5 ft. speed per 25 damage taken
Speed:

STR

20 +5

DEX

0 -5

CON

13 +1

INT

0 -5

WIS

0 -5

CHA

0 -5


Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind

 

Mangonel

Large artillery, unaligned
Armor Class: 15
Hit Points: 100
Speed: 0 ft

STR

17 +3

DEX

0 -5

CON

12 +1

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Resistances: poison, psychic
Damage Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Aim. A creature can use its action to aim the Mangonel. It takes two actions to aim the Mangonel.   Reload. A creature can use its action to reload the Mangonel with a stone. It takes two actions to reload the Mangonel. The Mangonel must be reloaded before it can make an attack.

Actions

Mangonel Stone: Ranged Weapon Attack: +5 to hit 1d20+5 , range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) 5d10 bludgeoning damage.

A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects. A crew of five can load, aim and fire a Ballista on one turn using their actions.
 

Ballista

Large artillery, unaligned
Armor Class: 15
Hit Points: 25 (5d8) 5d8
Speed: 0 ft

STR

17 +3

DEX

0 -5

CON

12 +1

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Aim. A creature can use its action to aim the Ballista.   Reload. A creature can use its action to reload the Ballista with either a javelin or stone. The Ballista must be reloaded before it can make an attack.

Actions

Bolt: Ranged Weapon Attack:+6 to hit 1d20+6 , range 120/480 ft., one target. Hit: 16 (3d10) 3d12+7 piercing (javelin) or bludgeoning (stone) damage.

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. A crew of three can load, aim and fire a Ballista on one turn using their actions.
 

Rowboat

Large vehicle, unaligned
Armor Class: 11
Hit Points: 50
Speed:

STR

11 +0

DEX

8 -1

CON

11 +0

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.   Move. The rowboat can move using its oars.

Oars

Large vehicle, unaligned
Armor Class: 12
Hit Points: 25
Speed:

STR

11 +0

DEX

8 -1

CON

11 +0

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Speed (water) 15 ft.   Move up to the ship's speed, with one 90-degree turn. Without oars, the rowboat's speed is 0.

  The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.   Creature Capacity: 2 crew, 2 passengers   Cargo Capacity: 0.2 tons   Travel Pace: 3 miles per hour (72 miles per day)
Maldak's Fury: Sailing Ship   Sailing ships are fast-moving designs focused on travel. A sailing ship has the following features:   Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.   Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.   Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.   Light. Hanging lanterns cast bright light throughout the ship.   Rigging. Rigging on the ship can be climbed without an ability check.   Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.
Current location
Price
10,000 gp
Rarity
Common
Width
20
Length
100
Height
80
Speed
5 miles per hour, (120 miles per day)
Complement / Crew
30 crew
Cargo & Passenger Capacity
20 passengers, 100 tons
SailingShip.jpeg
  Layout   Main Deck (1)   The main deck of the ship has the following features:   Mangonel. Sailing ships have one mangonel attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.   Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).   Railing. The main 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.   Rowboats. Two rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.   Captain's Quarters (3)   The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.   Forecastle (6)   The forecastle has the following features:   Ballista. A ballista is attached to the deck. Ten ballista arrows are stacked and secured nearby.   Figurehead. Sailing ships have an wooden figurehead at the front of their forecastle, coming in a variety of shapes and styles.   Railing. The forecastle 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.   Quarterdeck (7)   The quarterdeck has the following features:   Railing. The quarterdeck 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.   Wheel. The ship's wheel stands at the aft of the quarterdeck.   Privy (9)   Benches line the walls of this room. Four holes carved in them house chamber pots.   Medical Cabin (10)   Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.   Guest Cabin and Brig (11)   These cabins are meant for guests and visiting high-ranking officials along for the journey. These cabins can also be used to house prisoners rather than guests, and as such each bed aboard also has a set of manacles which can be attached to its frame.   Hold (12)   This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies. This area also holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.   Armory (13)   The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.

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