Nim's Catamaran

Catamaran

Gargantuan Vehicle (117 ft. by 52 ft.)

Creature Capacity 20

Cargo Capacity 0.5 tons

Travel Pace 37 miles per hour (888 miles per day)


STR 14 (+2) DEX 10 (+0) CON 16 (+3)

Speed 300

Damage Immunities poison, psychic, necrotic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

Crew take actions based on what position they are in. If no crew is in a position, the action cannot be taken.

Dual Helm and Sails. Move the catamaran up to 300ft, with up to one 90-degree turn. If one helm is destroyed, the turn is up to only 45 degrees. If both helms are destroyed, the catamaran can't turn.

Ballista 1. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.

Ballista 2. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.

Repair. A crew member can use a Sleight of Hand check (DC 14) OR the Mending Cantrip (automatic success) to make repairs on a damaged part of the boat. On a success, that part of the boat is healed for 1d12+3 HP. If the crew member has vehicle proficiency, that part of the boat is healed for 2d12+6.


Hull 1

AC 15 HP 150 (damage threshold 10)

Hull 2

AC 15 HP 150 (damage threshold 10)

Helm 1

AC 20 HP 30

Helm 2

AC 20 HP 30

Sails

AC 12 HP 50; -5 ft. speed per 20 damage taken

Ballista 1

AC 15 HP 50

Ballista 2

AC 15 HP 50