Keelboat

Keelboat (50 ft) 5,000 gp 4,000 gp 10,000 gp 1 mph tradetransport
  A keelboat is a type of usually long, narrow cigar-shaped riverboat or water barge. These boats are built for the navigation of rivers, shallow lakes, and canals. Some have a small cabin in the middle or at the rear, but most are constructed with an open deck. They are typically propelled and steered with oars or setting poles.
  If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. This vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. View Image [Crew: 2; Passengers: 12; Cargo: 1 ton; AC:15; HP: 100; Damage Threshhold: 10]
 
 
 
 
  Keelboat DMG p119 Vehicle (water) 3,000 gp Speed: 1 mph Carrying Capacity: 1/2 ton cargo, 6 passengers Crew 1, AC 15, HP 100, Damage Threshold 10 Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
  Crew. A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
  Passengers. This indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
  A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
  Cargo. The maximum tonnage the ship can carry. Damage Threshold. If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. See also: Keelboat. Source: DMG, page 119. Available in the SRD and the Basic Rules.
 
 
 
  Keelboat GoS p188 Gargantuan vehicle (60 ft. by 20 ft.) Creature Capacity 3 crew, 4 passengers Cargo Capacity 0.5 tons Travel Pace 3 miles per hour (72 miles per day) [Speed 30 ft.] STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 13 (+1) 0 (-5) 0 (-5) 0 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Actions On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.
  Fire Ballista. The keelboat can fire its ballista (DMG, ch. 8).
  Move. The keelboat can use its helm to move with its oars or sails.
  Hull Armor Class 15 Hit Points 100 (damage threshold 10) Control: Helm Armor Class 12 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.
  Movement: Oars Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water). 20 ft.
  Movement: Sails Armor Class 12 Hit Points 100; -5 ft. speed per 20 damage taken Speed (water). 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind.
  Weapons: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
  Keelboats typically include a ballista only when they are equipped for combat.
  Source: GoS, page 188
 
 
  Keelboat GoS p188 One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.
  A keelboat has the following features:
  Light. A hanging lantern or two casts bright light across the ship.
  Rigging. Rigging on the ship can be climbed without an ability check.
  Sails. The keelboat has one 10-foot-tall mast with sails.
  Example Keelboat Crew A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.
  Keelboat Deck The deck of the keelboat has the following features:
  Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
  Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.
  Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  Keelboat Cabin The keelboat cabin has the following features:
  Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
  Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.
 
 
  map 5etool
 
 
 
 
  Keelboat DMG p119 Vehicle (water) 3,000 gp Speed: 1 mph Carrying Capacity: 1/2 ton cargo, 6 passengers Crew 1, AC 15, HP 100, Damage Threshold 10 Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
  Crew. A ship needs a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master's Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
  Passengers. This indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
  A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
  Cargo. The maximum tonnage the ship can carry. Damage Threshold. If a ship has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. See also: Keelboat. Source: DMG, page 119. Available in the SRD and the Basic Rules.
 
 
  Keelboat GoS p188 One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.
  A keelboat has the following features:
  Light. A hanging lantern or two casts bright light across the ship.
  Rigging. Rigging on the ship can be climbed without an ability check.
  Sails. The keelboat has one 10-foot-tall mast with sails.
  Example Keelboat Crew A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.
  Keelboat Deck The deck of the keelboat has the following features:
  Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
  Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.
  Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  Keelboat Cabin The keelboat cabin has the following features:
  Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
  Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.
 
 
 
  Keelboat GoS p188 Gargantuan vehicle (60 ft. by 20 ft.) Creature Capacity 3 crew, 4 passengers Cargo Capacity 0.5 tons Travel Pace 3 miles per hour (72 miles per day) [Speed 30 ft.] STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 13 (+1) 0 (-5) 0 (-5) 0 (-5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Actions On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.
  Fire Ballista. The keelboat can fire its ballista (DMG, ch. 8).
  Move. The keelboat can use its helm to move with its oars or sails.
  Hull Armor Class 15 Hit Points 100 (damage threshold 10) Control: Helm Armor Class 12 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.
  Movement: Oars Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water). 20 ft.
  Movement: Sails Armor Class 12 Hit Points 100; -5 ft. speed per 20 damage taken Speed (water). 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind.
  Weapons: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
  Keelboats typically include a ballista only when they are equipped for combat.
  Source: GoS, page 188