Keelboat

Gargantuan vehicle (60 ft. × 20 ft.), Unaligned

Armor Class

15

Hit Points

100

Speed

3 miles per hour (72 miles per day)

Damage Immunities

poison, psychic

Condition Immunities

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

Challenge

Hit Points

100

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

Movement:

Sails Armor Class: 12 Hit Points: 100; -5 ft. speed per 20 damage taken

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.

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.