Turtle Ship

(https://www.dndbeyond.com/sources/sais/aag/astral-adventuring#TurtleShip)
A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. In addition to its roomy quarters, it can carry a decent-sized payload, making it popular among traders and others who need a lot of cargo space. The ship can land on the ground, and it floats on water. Sliding panels can be closed to make the hull airtight, enabling the ship to travel underwater safely, even to great depths. If the ship takes damage while on or under the water, interior hatches can be sealed to prevent the ship from flooding completely.   Standard weaponry on a turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can’t be used while the ship is underwater.
Armor Class: 19 (metal) Cargo: 30 tons
Hit Points: 300 Crew: 16
Damage Threshold: 15 Keel/Beam: 95 ft./70 ft.
Speed: fly 25 ft. (3 mph), swim 25 ft. (3 mph) Cost: 40,000 gp

Weapons & Armament

3 Ballistae (Crew: 3 Each)
Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.   Mangonel (Crew: 5)
Armor Class: 15
Hit Points: 100
Cost: 100 gp (mangonel), — (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.

Comments

Please Login in order to comment!