15
100
3 miles per hour (72 miles per day)
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
100
Armor Class: 15 Hit Points: 100 (damage threshold 10)
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.
Oars Armor Class: 12 Hit Points: 100; -5 ft. speed per 25 damage taken
Sails Armor Class: 12 Hit Points: 100; -5 ft. speed per 20 damage taken
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.
Ballista Armor Class: 15 Hit Points: 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.