29 lines
282 KiB
Plaintext
29 lines
282 KiB
Plaintext
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These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.</p><p>A galley has the following features:</p><p><strong>Ceilings. </strong>The ceiling of the galley's lower deck is 8 feet high.</p><p><strong>Light.</strong> Hanging lanterns cast bright light throughout the ship.</p><p><strong>Rigging.</strong> Rigging on the ship can be climbed without an ability check.</p><p><strong>Sails and Oars.</strong> The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.</p><h4 id=\"ExampleGalleyCrew\" class=\"compendium-hr\">Example Galley Crew</h4><p>A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:</p><ul><li>One captain (bandit captain)</li><li>Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (<strong>Scout;scouts</strong>)</li><li>Forty-two sailors (<strong>Commoner;commoners</strong>)</li><li>Twelve siege engineers (<strong>Guard;guards</strong>)</li><li>Twenty <strong>Guard;guards</strong></li></ul><h4 id=\"MainDeck\" class=\"compendium-hr\">Main Deck</h4><p>The main deck of the galley has the following features:</p><p><strong>Ballistas. </strong>Four <strong>ballistas</strong> (<a title=\"DMG, ch. 8\" href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.</p><p><strong>Mangonels. </strong>Two <strong>mangonels</strong> (<a title=\"DMG, ch. 8\" href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.</p><p><strong>Naval Ram. </strong>The galley's stern features an iron naval ram used for attacking other ships.</p><p><strong>Opening. </strong>A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.</p><p><strong>Railing.</strong> A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.</p><p><strong>Rowboats.</strong> Eight Rowboat;rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.</p><p><strong>Timpani. </strong>A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.</p><p><strong>Wheel. </strong>The ship's wheel stands at the aft of the deck.</p><h4 id=\"LowerDeck\" class=\"compendium-hr\">Lower Deck</h4><p>The cramped lower deck of the galley ship reeks of body odor and has the following features:</p><p><strong>Cargo Holds.</strong> Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.</p><p><strong>Oars.</strong> Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.</p><h2>Actions</h2>\n<p>On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.</p>\n<p></p><h3>Fire Ballistas</h3>\n<p>The galley can fire its ballistas</p>\n<h3>Fire Mangonels</h3>\n<p>The galley can fire its mangonels</p>\n<h3>Move</h3>\n<p>The galley can use its helm to move with its oars or sails. 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These benefits dont apply if another vessel crashes into the warship.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":20,"type":"vehicle","dex":null},"hp":{"value":100,"max":100,"dt":10,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"JvgEOctzbrZwq5U1"}},"_id":"cjof9LOrkoySX8CG","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":null,"sort":0,"flags":{"dnd5e":{},"monsterMunch":{"url":"/vehicles/warship","img":"https://images.dndbeyond.com/images/game-data/vehicles/6/warship_detail.png","tokenImg":"https://images.dndbeyond.com/images/game-data/vehicles/6/warship_avatar.png?width=64&height=64&fit=crop&quality=95&auto=webp"},"ddbimporter":{"id":"6","version":"3.4.12","configurations":{"DT":"ship","PCMT":"component","ST":"dimension","ETP":true,"EC":true,"EAS":false,"EL":true,"ECHP":true,"ECAC":true,"ECS":true,"ECMT":false,"ECDT":true,"ECACM":false,"ECCR":false,"ECC":false,"ECR":true,"EF":false,"ECT":false,"EFT":false}},"midi-qol":{"concentration-damage":0}},"_id":"JvgEOctzbrZwq5U1","system":{"abilities":{"str":{"value":20,"proficient":0,"bonuses":{"check":"","save":""},"mod":5},"dex":{"value":4,"proficient":0,"bonuses":{"check":"","save":""},"mod":-3},"con":{"value":20,"proficient":0,"bonuses":{"check":"","save":""},"mod":5},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":-5},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":-5},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":-5},"hon":{"value":0,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"flat","formula":"","motionless":"","value":null},"hp":{"value":500,"max":500,"temp":0,"tempmax":0,"dt":null,"mt":null,"min":0},"init":{"ability":"","bonus":"","value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":4,"walk":30,"units":"mi","hover":false},"actions":{"stations":false,"value":null,"thresholds":{"0":3,"1":10,"2":20}},"capacity":{"creature":"40 crew, 60 passengers","cargo":400000},"death":{"success":0,"failure":0}},"details":{"biography":{"value":"<p>Sailing ships are fast-moving designs focused on travel. Warships are slower but more heavily armed vessels capable of taking on more cargo. They share many of the following areas, but, as their map tags reveal, they don't have the exact same facilities.</p><p>A sailing ship or warship has the following features:</p><p><strong>Ceilings. </strong>The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.</p><p><strong>Doors.</strong> 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.</p><p><strong>Footlockers. </strong>Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.</p><p><strong>Light.</strong> Hanging lanterns cast bright light throughout the ship.</p><p><strong>Rigging. </strong>Rigging on the ship can be climbed without an ability check.</p><p><strong>Sails. </strong>The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.</p><h4 id=\"ExampleCrew\" class=\"compendium-hr\">Example Crew</h4><p>A sailing ship or warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a sailing ship or warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:</p><ul><li>One captain (<strong>bandit captain</strong>)</li><li>Four other officers: a first mate, a bosun, a quartermaster, and a cook (<strong>Noble;nobles</strong>)</li><li>Twenty-five sailors (<strong>Commoner;commoners</strong>)</li></ul><p>A warship typically includes the following additional crew to augment its fighting ability:</p><ul><li>Forty soldiers (<strong>Guard;guards</strong>)</li><li>Eight siege engineers (<strong>Guard;guards</strong>)</li><li>One <strong>priest</strong> (the ship's surgeon)</li></ul><h4 id=\"1MainDeck\" class=\"compendium-hr\">1. Main Deck</h4><p>The main deck of the ship has the following features:</p><p><strong>Mangonel. </strong>Sailing ships have one <strong>mangonel</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) attached to the deck. Warships have two <strong>mangonels</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>). Each weapon has 10 mangonel stones stacked and secured near it.</p><p><strong>Hatch.</strong> A covered, 10-foot-square opening leads to the lower deck (area W8).</p><p><strong>Railing. </strong>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.</p><p><strong>Rowboats.</strong> Four rowboat;rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.</p><h4 id=\"2OfficersQuarters\" class=\"compendium-hr\">2. Officers' Quarters</h4><p>Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.</p><h4 id=\"3CaptainsQuarters\" class=\"compendium-hr\">3. Captain's Quarters</h4><p>The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.</p><h4 id=\"4SiegeWeaponAmmunition\" class=\"compendium-hr\">4. Siege Weapon Ammunition</h4><p>Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.</p><h4 id=\"5Supplies\" class=\"compendium-hr\">5. Supplies</h4><p>This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.</p><h4 id=\"6Forecastle\" class=\"compendium-hr\">6. Forecastle</h4><p>The forecastle has the following features:</p><p><strong>Ballista. </strong>A <strong>ballista </strong>(<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) is attached to the deck. Ten ballista arrows are stacked and secured nearby.</p><p><strong>Figurehead. </strong>Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.</p><p><strong>Railing. </strong>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.</p><h4 id=\"7Quarterdeck\" class=\"compendium-hr\">7. Quarterdeck</h4><p>The quarterdeck has the following features:</p><p><strong>Ballista. </strong>On a warship, a <strong>ballista</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) is attached to the deck. Ten ballista arrows are stacked and secured nearby.</p><p><strong>Railing. </strong>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.</p><p><strong>Wheel. </strong>The ship's wheel stands at the aft of the quarterdeck.</p><h4 id=\"8OarDeck\" class=\"compendium-hr\">8. Oar Deck</h4><p>Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.</p><h4 id=\"9Privy\" class=\"compendium-hr\">9. Privy</h4><p>Benches line the walls of this room. Four holes carved in them house chamber pots.</p><h4 id=\"10MedicalCabin\" class=\"compendium-hr\">10. Medical Cabin</h4><p>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.</p><h4 id=\"11GuestCabinandBrig\" class=\"compendium-hr\">11. Guest Cabin and Brig</h4><p>This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of @Compendium[world.ddb-talon-tales-one-items.7AUBKlFg0u0fBZPG]{manacles} (see <a href=\"https://www.dndbeyond.com/sources/phb/equipment#OtherAdventuringGear\">chapter 5</a> in the <em><a href=\"https://www.dndbeyond.com/sources/phb\">Player's Handbook</a></em>) attached to its frame.</p><h4 id=\"12Hold\" class=\"compendium-hr\">12. Hold</h4><p>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.</p><h4 id=\"13Armory\" class=\"compendium-hr\">13. Armory</h4><p>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.</p><h2>Actions</h2>\n<p>On its turn, the warship 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.</p>\n<p></p><h3>Fire Ballistas</h3>\n<p>The warship can fire its ballistas</p>\n<h3>Fire Mangonels</h3>\n<p>The warship can fire its mangonels</p>\n<h3>Move</h3>\n<p>The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.</p><p></p>","public":""},"source":"Ghosts of Saltmarsh"},"traits":{"size":"grg","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","incapacitated","paralyzed","petrified","poisoned","prone","stunned","unconscious"],"custom":""},"dimensions":"(100 ft. by 20 ft.)"},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"water","cargo":{"crew":[],"passengers":[]}},"ownership":{"default":0,"DXpvV8G3PxeQ79Hd":3},"prototypeToken":{"name":"Warship","displayName":30,"actorLink":false,"width":4,"height":4,"lockRotation":true,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":20,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"about-face":{"indicatorDisabled":false,"flipOrRotate":"global","facingDirection":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"texture":{"src":"ddb-images/other/npc-token-Warship.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":120,"enabled":true,"range":null,"brightness":0,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[{"id":"seeAll","range":5,"enabled":true},{"id":"basicSight","range":null,"enabled":true}]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1680089907315,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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{"name":"Scorpion Ship","type":"vehicle","_id":"MtJCFBbkaZFokdXh","img":"https://images.dndbeyond.com/images/game-data/vehicles/sjsc/scorpion-ship_detail.jpg","system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"hon":{"value":0,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":19,"calc":"flat","formula":"","motionless":"metal","value":null},"hp":{"value":null,"max":null,"temp":0,"tempmax":0,"dt":null,"mt":null,"min":0},"init":{"ability":"","bonus":"","value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"actions":{"stations":false,"value":0,"thresholds":{"0":null,"1":null,"2":null}},"capacity":{"creature":"12 null","cargo":24000}},"details":{"biography":{"value":"<p>Scorpion ships are archaic metal warships that have never lost their popularity, largely because of their versatility. Articulated legs enable a scorpion ship to land safely on the ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ship’s two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.</p>","public":""},"source":"Spelljammer: Adventures in Space"},"traits":{"size":"lg","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"dimensions":"(75 ft. by 25 ft.)"},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"air","cargo":{"crew":[],"passengers":[]}},"prototypeToken":{"name":"Scorpion Ship","displayName":30,"actorLink":false,"texture":{"src":"ddb-images/other/npc-token-Scorpion-Ship.jpg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":2,"height":2,"lockRotation":true,"rotation":0,"alpha":1,"disposition":0,"displayBars":20,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":true,"range":null,"angle":120,"visionMode":"basic","color":null,"attenuation":0.1,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[{"id":"seeAll","range":5,"enabled":true},{"id":"basicSight","range":null,"enabled":true}],"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"about-face":{"indicatorDisabled":false,"flipOrRotate":"global","facingDirection":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false},"items":[{"name":"Ballista","type":"weapon","system":{"description":{"value":"<p>It takes 1 action to load the ballista, 1 action to aim it, and 1 action to fire it.</p>\n<p><strong><em>Bolt.</em></strong> <em>Ranged Weapon Attack: </em> +6 to hit, range 120/480 ft., one target. <em>Hit:</em> 16 (3d10) piercing damage.</p>","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":"6","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":50,"max":50,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"MtJCFBbkaZFokdXh"}},"_id":"1jgYrcUHMJ66r3cK","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Claw","type":"weapon","system":{"description":{"value":"<p>It takes 1 action to make a Claw attack.</p>\n<p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack:</em> +3 to hit, reach 20 ft., one target. <em>Hit:</em> 11 (2d10) bludgeoning damage. If the target is a Huge or smaller creature, it is also grappled (escape DC 13). Until this grapple ends, the creature takes 11 (2d10) bludgeoning damage at the start of each of its turns.</p>","chat":"","unidentified":""},"source":"","quantity":2,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":"3","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"vehicle","dex":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"MtJCFBbkaZFokdXh"}},"img":"icons/commodities/claws/talon-red.webp","_id":"TSrhKyWFrfWb82rl","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Mangonel","type":"weapon","system":{"description":{"value":"<p>It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.</p>\n<p><strong><em>Mangonel Stone.</em></strong> <em>Ranged Weapon Attack:</em> +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. <em>Hit:</em> 27 (5d10) bludgeoning damage.</p>","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":200,"long":800,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":"5","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":100,"max":100,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"MtJCFBbkaZFokdXh"}},"_id":"td8soTPngZbJJnp6","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"PXCx7EbGRFUpVVbT":3},"flags":{"dnd5e":{},"monsterMunch":{"url":"/vehicles/scorpion-ship","img":"https://images.dndbeyond.com/images/game-data/vehicles/sjsc/scorpion-ship_detail.jpg","tokenImg":"https://images.dndbeyond.com/images/game-data/vehicles/sjsc/scorpion-ship_avatar.jpg?width=64&height=64&fit=crop&quality=95&auto=webp"},"ddbimporter":{"id":"sjsc","version":"3.4.12","configurations":{"DT":"spelljammer","PCMT":"vehicle","ST":"dimension","ETP":false,"EC":true,"EAS":false,"EL":false,"ECHP":true,"ECAC":true,"ECS":false,"ECMT":false,"ECDT":true,"ECACM":false,"ECCR":true,"ECC":false,"ECR":true,"EF":false,"ECT":false,"EFT":false}},"midi-qol":{"concentration-damage":0}},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1680089895586,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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{"name":"Tyrant Ship","type":"vehicle","_id":"Nm85XAUSzruZ5wOd","img":"https://images.dndbeyond.com/images/game-data/vehicles/sjty/tyrant-ship_detail.jpg","system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"hon":{"value":0,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":17,"calc":"flat","formula":"","motionless":"stone","value":null},"hp":{"value":null,"max":null,"temp":0,"tempmax":0,"dt":null,"mt":null,"min":0},"init":{"ability":"","bonus":"","value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"actions":{"stations":false,"value":0,"thresholds":{"0":null,"1":null,"2":null}},"capacity":{"creature":"10 beholders","cargo":40000}},"details":{"biography":{"value":"<p>Beholder;Beholders carve tyrant ships out of stone using their disintegration rays and use these ships to wander the Astral Plane, looking for worlds to conquer and rival beholders to destroy. No two tyrant ships look alike, but they all have one or more features reminiscent of their creators, such as a bulbous shape and eyestalks.</p> <p>A spherical chamber on the ship’s command deck functions as a <em>@Compendium[world.ddb-talon-tales-one-items.cPKz1gYO6udhu4JS]{spelljamming helm}</em> that only beholders can attune to. Any beholder that occupies this chamber can attune to it. 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If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.","chat":"","unidentified":""},"source":"","quantity":6,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8","force"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"armor":{"value":14,"type":"vehicle","dex":null},"hp":{"value":50,"max":50,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"U14HkHU96DlHb0ke"}},"img":"icons/magic/perception/eye-tendrils-web-purple.webp","_id":"9jl49oed0ijkjcz0","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Eye Ray Tentacle: Enervation Ray","type":"weapon","system":{"description":{"value":"\nThe targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.","chat":"","unidentified":""},"source":"","quantity":6,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8",null]],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":14,"type":"vehicle","dex":null},"hp":{"value":50,"max":50,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"U14HkHU96DlHb0ke"}},"img":"icons/magic/perception/eye-tendrils-web-purple.webp","_id":"nxrcr7bgu9ds7crc","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Eye Ray Tentacle: Paralyzing Ray","type":"weapon","system":{"description":{"value":"\nThe targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. 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Part conveyance, part laboratory, and part siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commands — though not always accurately.</p><p><strong>Equipment and Options.</strong> The mechanical beholder can be outfitted with a variety of sensors, probes, and gauges, allowing for functions as varied as determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it.</p><h2>Actions</h2>\n<p>On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.</p>\n<p></p><h3>Eye Rays</h3>\n<p>The mechanical beholder can use its eye ray tentacles.</p>\n<h3>Move</h3>\n<p>The mechanical beholder can use its helm to move using its magical propulsion unit.</p><p></p>","public":""},"source":"Acquisitions Incorporated"},"traits":{"size":"huge","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","incapacitated","paralyzed","petrified","poisoned","prone","stunned","unconscious"],"custom":""},"dimensions":"(15 ft. by 15 ft.)"},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"air","cargo":{"crew":[],"passengers":[]}},"ownership":{"default":0,"DXpvV8G3PxeQ79Hd":3},"prototypeToken":{"name":"Mechanical Beholder","displayName":30,"actorLink":false,"width":3,"height":3,"lockRotation":true,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":20,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"about-face":{"indicatorDisabled":false,"flipOrRotate":"global","facingDirection":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"texture":{"src":"ddb-images/other/npc-token-Mechanical-Beholder.jpg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":120,"enabled":true,"range":null,"brightness":0,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[{"id":"seeAll","range":5,"enabled":true},{"id":"basicSight","range":null,"enabled":true}]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1680089887517,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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Psurlon;Psurlons (see <em><a href=\"https://www.dndbeyond.com/sources/sais/bam\">Boo’s Astral Menagerie</a></em>) are particularly fond of them.</p> <p>Using the metal grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.</p> <p>A lamprey can float on water, though it can’t land safely on the ground. 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The treant has a speed of 0 because its roots are woven into the deck; it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.</p> <p>When the treant finishes a long rest, it repairs the ship’s hull, enabling the ship to regain 4d12 hit points, and refreshes the ship’s air envelope (turning deadly air into foul air, or foul air into fresh air).</p> <p>A living ship can float on water and sail across it, but it can’t land safely on the ground (its keel would cause it to roll on its side). 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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.</p><p>A keelboat has the following features:</p><p><strong>Light.</strong> A hanging lantern or two casts bright light across the ship.</p><p><strong>Rigging.</strong> Rigging on the ship can be climbed without an ability check.</p><p><strong>Sails. </strong>The keelboat has one 10-foot-tall mast with sails.</p><h4 id=\"ExampleKeelboatCrew\" class=\"compendium-hr\">Example Keelboat Crew</h4><p>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.</p><h4 id=\"KeelboatDeck\" class=\"compendium-hr\">Keelboat Deck</h4><p>The deck of the keelboat has the following features:</p><p><strong>Ballista. </strong>A <strong>ballista</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.</p><p><strong>Oars. </strong>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.</p><p><strong>Railing. </strong>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.</p><h4 id=\"KeelboatCabin\" class=\"compendium-hr\">Keelboat Cabin</h4><p>The keelboat cabin has the following features:</p><p><strong>Footlockers. </strong>Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.</p><p><strong>Furnishings. </strong>Two beds and a desk with a chair stand at the aft of the cabin.</p><h2>Actions</h2>\n<p>On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. 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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.</p><h2>Actions</h2>\n<p>On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.</p>\n<p></p><h3>Move</h3>\n<p>The rowboat can move using its oars.</p><p></p>","public":""},"source":"Ghosts of Saltmarsh"},"traits":{"size":"lg","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","incapacitated","paralyzed","petrified","poisoned","prone","stunned","unconscious"],"custom":""},"dimensions":"(10 ft. by 5 ft.)"},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"water","cargo":{"crew":[],"passengers":[]}},"ownership":{"default":0,"DXpvV8G3PxeQ79Hd":3},"prototypeToken":{"name":"Rowboat","displayName":30,"actorLink":false,"width":2,"height":2,"lockRotation":true,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":20,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"about-face":{"indicatorDisabled":false,"flipOrRotate":"global","facingDirection":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"texture":{"src":"ddb-images/other/npc-token-Rowboat.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":120,"enabled":true,"range":null,"brightness":0,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[{"id":"seeAll","range":5,"enabled":true},{"id":"basicSight","range":null,"enabled":true}]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1680089891364,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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{"name":"Sailing Ship","type":"vehicle","img":"https://images.dndbeyond.com/images/game-data/vehicles/5/sailingship_detail.png","items":[{"name":"Hull","type":"equipment","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":300,"max":300,"dt":15,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"qYVLiXIwZ4G3iZjt"}},"_id":"MWsUPFMPYvrMJKsO","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Helm","type":"equipment","system":{"description":{"value":"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.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":18,"type":"vehicle","dex":null},"hp":{"value":50,"max":50,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"qYVLiXIwZ4G3iZjt"}},"img":"icons/equipment/head/greathelm-shemagh.webp","_id":"CagmuV1nK3KRAi9x","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Sails","type":"equipment","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"vehicle","dex":null},"hp":{"value":100,"max":100,"dt":null,"conditions":""},"baseItem":"","speed":{"value":45,"conditions":"15 while sailing into the wind; 60 while sailing with the wind; --5ft speed per 25 damage taken"},"strength":null,"stealth":false,"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"qYVLiXIwZ4G3iZjt"}},"_id":"uPG2Cq2SIr6d8q96","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Ballista","type":"weapon","system":{"description":{"value":"\n<em>Ranged Weapon Attack: </em> +6 to hit, range 120/480 ft., one target. <em>Hit:</em> 16 (3d10) piercing damage.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":"6","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":50,"max":50,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"qYVLiXIwZ4G3iZjt"}},"_id":"zpuwwo3h6af1gnix","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Mangonel","type":"weapon","system":{"description":{"value":"\n<em>Ranged Weapon Attack:</em> +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. <em>Hit:</em> 27 (5d10) bludgeoning damage.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":200,"long":800,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":"5","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d10","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":100,"max":100,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"qYVLiXIwZ4G3iZjt"}},"_id":"ey0bmcnpft6m2vug","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":null,"sort":0,"flags":{"dnd5e":{},"monsterMunch":{"url":"/vehicles/sailing-ship","img":"https://images.dndbeyond.com/images/game-data/vehicles/5/sailingship_detail.png","tokenImg":"https://images.dndbeyond.com/images/game-data/vehicles/5/sailingship_avatar.png?width=64&height=64&fit=crop&quality=95&auto=webp"},"ddbimporter":{"id":"5","version":"3.4.12","configurations":{"DT":"ship","PCMT":"component","ST":"dimension","ETP":true,"EC":true,"EAS":false,"EL":true,"ECHP":true,"ECAC":true,"ECS":true,"ECMT":false,"ECDT":true,"ECACM":false,"ECCR":false,"ECC":false,"ECR":true,"EF":false,"ECT":false,"EFT":false}},"midi-qol":{"concentration-damage":0}},"_id":"qYVLiXIwZ4G3iZjt","system":{"abilities":{"str":{"value":20,"proficient":0,"bonuses":{"check":"","save":""},"mod":5},"dex":{"value":7,"proficient":0,"bonuses":{"check":"","save":""},"mod":-2},"con":{"value":17,"proficient":0,"bonuses":{"check":"","save":""},"mod":3},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":-5},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":-5},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":-5},"hon":{"value":0,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"flat","formula":"","motionless":"","value":null},"hp":{"value":300,"max":300,"temp":0,"tempmax":0,"dt":null,"mt":null,"min":0},"init":{"ability":"","bonus":"","value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":5,"walk":30,"units":"mi","hover":false},"actions":{"stations":false,"value":null,"thresholds":{"0":3,"1":10,"2":20}},"capacity":{"creature":"30 crew, 20 passengers","cargo":200000},"death":{"success":0,"failure":0}},"details":{"biography":{"value":"<p>Sailing ships are fast-moving designs focused on travel. Warships are slower but more heavily armed vessels capable of taking on more cargo. They share many of the following areas, but, as their map tags reveal, they don't have the exact same facilities.</p><p>A sailing ship or warship has the following features:</p><p><strong>Ceilings. </strong>The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.</p><p><strong>Doors.</strong> 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.</p><p><strong>Footlockers. </strong>Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.</p><p><strong>Light.</strong> Hanging lanterns cast bright light throughout the ship.</p><p><strong>Rigging. </strong>Rigging on the ship can be climbed without an ability check.</p><p><strong>Sails. </strong>The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.</p><h4 id=\"ExampleCrew\" class=\"compendium-hr\">Example Crew</h4><p>A sailing ship or warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a sailing ship or warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:</p><ul><li>One captain (<strong>bandit captain</strong>)</li><li>Four other officers: a first mate, a bosun, a quartermaster, and a cook (<strong>Noble;nobles</strong>)</li><li>Twenty-five sailors (<strong>Commoner;commoners</strong>)</li></ul><p>A warship typically includes the following additional crew to augment its fighting ability:</p><ul><li>Forty soldiers (<strong>Guard;guards</strong>)</li><li>Eight siege engineers (<strong>Guard;guards</strong>)</li><li>One <strong>priest</strong> (the ship's surgeon)</li></ul><h4 id=\"1MainDeck\" class=\"compendium-hr\">1. Main Deck</h4><p>The main deck of the ship has the following features:</p><p><strong>Mangonel. </strong>Sailing ships have one <strong>mangonel</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) attached to the deck. Warships have two <strong>mangonels</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>). Each weapon has 10 mangonel stones stacked and secured near it.</p><p><strong>Hatch.</strong> A covered, 10-foot-square opening leads to the lower deck (area W8).</p><p><strong>Railing. </strong>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.</p><p><strong>Rowboats.</strong> Four rowboat;rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.</p><h4 id=\"2OfficersQuarters\" class=\"compendium-hr\">2. Officers' Quarters</h4><p>Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.</p><h4 id=\"3CaptainsQuarters\" class=\"compendium-hr\">3. Captain's Quarters</h4><p>The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.</p><h4 id=\"4SiegeWeaponAmmunition\" class=\"compendium-hr\">4. Siege Weapon Ammunition</h4><p>Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.</p><h4 id=\"5Supplies\" class=\"compendium-hr\">5. Supplies</h4><p>This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.</p><h4 id=\"6Forecastle\" class=\"compendium-hr\">6. Forecastle</h4><p>The forecastle has the following features:</p><p><strong>Ballista. </strong>A <strong>ballista </strong>(<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) is attached to the deck. Ten ballista arrows are stacked and secured nearby.</p><p><strong>Figurehead. </strong>Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.</p><p><strong>Railing. </strong>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.</p><h4 id=\"7Quarterdeck\" class=\"compendium-hr\">7. Quarterdeck</h4><p>The quarterdeck has the following features:</p><p><strong>Ballista. </strong>On a warship, a <strong>ballista</strong> (<a href=\"https://www.dndbeyond.com/sources/dmg/running-the-game#SiegeEquipment\"><em>DMG</em>, ch. 8</a>) is attached to the deck. Ten ballista arrows are stacked and secured nearby.</p><p><strong>Railing. </strong>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.</p><p><strong>Wheel. </strong>The ship's wheel stands at the aft of the quarterdeck.</p><h4 id=\"8OarDeck\" class=\"compendium-hr\">8. Oar Deck</h4><p>Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.</p><h4 id=\"9Privy\" class=\"compendium-hr\">9. Privy</h4><p>Benches line the walls of this room. Four holes carved in them house chamber pots.</p><h4 id=\"10MedicalCabin\" class=\"compendium-hr\">10. Medical Cabin</h4><p>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.</p><h4 id=\"11GuestCabinandBrig\" class=\"compendium-hr\">11. Guest Cabin and Brig</h4><p>This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of @Compendium[world.ddb-talon-tales-one-items.7AUBKlFg0u0fBZPG]{manacles} (see <a href=\"https://www.dndbeyond.com/sources/phb/equipment#OtherAdventuringGear\">chapter 5</a> in the <em><a href=\"https://www.dndbeyond.com/sources/phb\">Player's Handbook</a></em>) attached to its frame.</p><h4 id=\"12Hold\" class=\"compendium-hr\">12. Hold</h4><p>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.</p><h4 id=\"13Armory\" class=\"compendium-hr\">13. Armory</h4><p>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.</p><h2>Actions</h2>\n<p>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.</p>\n<p></p><h3>Fire Ballistas</h3>\n<p>The ship can fire its ballista</p>\n<h3>Fire Mangonel</h3>\n<p>The galley can fire its mangonel</p>\n<h3>Move</h3>\n<p>The ship can use its helm to move with its sails.</p><p></p>","public":""},"source":"Ghosts of Saltmarsh"},"traits":{"size":"grg","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","incapacitated","paralyzed","petrified","poisoned","prone","stunned","unconscious"],"custom":""},"dimensions":"(100 ft. by 20 ft.)"},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"water","cargo":{"crew":[],"passengers":[]}},"ownership":{"default":0,"DXpvV8G3PxeQ79Hd":3},"prototypeToken":{"name":"Sailing Ship","displayName":30,"actorLink":false,"width":4,"height":4,"lockRotation":true,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":20,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"about-face":{"indicatorDisabled":false,"flipOrRotate":"global","facingDirection":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"texture":{"src":"ddb-images/other/npc-token-Sailing-Ship.png","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":120,"enabled":true,"range":null,"brightness":0,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[{"id":"seeAll","range":5,"enabled":true},{"id":"basicSight","range":null,"enabled":true}]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1680089892957,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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{"name":"Battle Balloon","type":"vehicle","img":"https://images.dndbeyond.com/images/game-data/vehicles/7/battle-balloon_detail.jpg","items":[{"name":"Hull","type":"equipment","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":200,"max":200,"dt":15,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"sqKuoOYqLobzMwBp"}},"_id":"G9bjcEnjjWAffoOm","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Helm","type":"equipment","system":{"description":{"value":"Move up to the speed of the ship's propeller, with one 90-degree turn. 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(can't hit targets within 60 ft. of it), one target. <em>Hit:</em> 16 (3d10) piercing damage and 22 (4d10) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 (1d10) piercing damage and 5 (1d10) fire damage on a failed save.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":200,"long":800,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":"8","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"vehicle","dex":null},"hp":{"value":75,"max":75,"dt":null,"conditions":""},"weaponType":"siege","baseItem":"","properties":{},"proficient":true},"flags":{"ddbimporter":{"dndbeyond":{},"parentId":"sqKuoOYqLobzMwBp"}},"_id":"9gqj92u2v3rgn9fd","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Harpoon Gun","type":"weapon","system":{"description":{"value":"\n<em>Ranged Weapon Attack:</em> +8 to hit, range 120/480 ft., one target. <em>Hit:</em> 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. 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Something so gigantic, you can't believe it can actually fly.</em></p><p>Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce — and in combat — makes the company-standard battle balloon a much-coveted upgrade for any franchise.</p><p><strong>Origins and Operations.</strong> Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known for its high-profile aerial escapades. It's certain that neither the mages of Halruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots, or used one to squash a tyrannosaurus flat.</p><p><strong>Flying Battle Vehicle.</strong> The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship's captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the ship allow a battle balloon to land on the ground.</p><p><strong>Options and Armaments.</strong> Each franchise or organization customizes the offensive capability of its airships, but most battle balloons feature multiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-to-ship and crew-to-crew fighting.</p><p>Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment — different siege weapons, lifting and cargo gear, and so forth — to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit.</p><p><strong>Mobile Franchise Headquarters.</strong> A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad.</p><h2>Actions</h2>\n<p>On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.</p>\n<p></p><h3>Fire Ballistas</h3>\n<p>The battle balloon can fire its harpoon guns.</p>\n<h3>Fire Green Flame Arbalester</h3>\n<p>The battle balloon can fire its green flame arbalester.</p>\n<h3>Move</h3>\n<p>The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage.</p>\n<h3>Harpoon Haul</h3>\n<p>The battle balloon can pull each target grappled by it up to 30 feet toward the battle balloon.</p><p></p>","public":""},"source":"Acquisitions Incorporated"},"traits":{"size":"grg","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","charmed","deafened","exhaustion","frightened","incapacitated","paralyzed","petrified","poisoned","prone","stunned","unconscious"],"custom":""},"dimensions":"(80 ft. by 20 ft.)"},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"vehicleType":"air","cargo":{"crew":[],"passengers":[]}},"ownership":{"default":0,"DXpvV8G3PxeQ79Hd":3},"prototypeToken":{"name":"Battle Balloon","displayName":30,"actorLink":false,"width":4,"height":4,"lockRotation":true,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"attenuation":0.5,"color":null},"disposition":0,"displayBars":20,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"patrol":{"enablePatrol":false,"enableSpotting":false,"makePatroller":false,"multiPath":false,"patrolPathName":"","pathNodeIndex":"0"},"monks-tokenbar":{"include":"default"},"about-face":{"indicatorDisabled":false,"flipOrRotate":"global","facingDirection":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"texture":{"src":"ddb-images/other/npc-token-Battle-Balloon.jpg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"sight":{"angle":120,"enabled":true,"range":null,"brightness":0,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[{"id":"seeAll","range":5,"enabled":true},{"id":"basicSight","range":null,"enabled":true}]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1680089869445,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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{"name":"Turtle Ship","type":"vehicle","_id":"wWtAIKRR6gva1lHE","img":"https://images.dndbeyond.com/images/game-data/vehicles/sjts/turtle-ship_detail.jpg","system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"mod":0},"hon":{"value":0,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":19,"calc":"flat","formula":"","motionless":"metal","value":null},"hp":{"value":null,"max":null,"temp":0,"tempmax":0,"dt":null,"mt":null,"min":0},"init":{"ability":"","bonus":"","value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"actions":{"stations":false,"value":0,"thresholds":{"0":null,"1":null,"2":null}},"capacity":{"creature":"16 null","cargo":60000}},"details":{"biography":{"value":"<p>A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. 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