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They appeal to adventurers because theyre affordable and dont require a large crew. Pirates like them because theyre swift. 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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. 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":"(130 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":"Galley","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-Galley.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":1680089877476,"lastModifiedBy":"PXCx7EbGRFUpVVbT"}}
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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"}}
{"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 cant float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The ships 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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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 ships 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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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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(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. 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