15
500
4 miles per hour (96 miles per day)
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
500
Armor Class: 15 Hit Points: 500 (damage threshold 20)
Helm Armor Class: 18 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 warship can't turn.
Oars Armor Class: 12 Hit Points: 100; -5 ft. speed per 25 damage taken
Sails Armor Class: 12 Hit Points: 100; -10 ft. speed per 25 damage taken
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.
Ballistas (2) Armor Class: 15 Hit Points: 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Mangonels (2) Armor Class: 15 Hit Points: 100 each Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Naval Ram Armor Class: 20 Hit Points: 100 (damage threshold 10) The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.