Sloop-of-War
Slab

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Author: Gunnar
Status: Complete
TaleSpire Version: EA - Chimera
Version: 1.0
Created On: April 24th, 2021
Last Updated: April 24th, 2021
Terrain: Docks
Type: Boat
Gargantuan construct , unaligned
Armor Class 15 Hull
Hit Points 175 (50d6)
Speed 45 ft., 15 ft. while sailing into the wind; 60 ft. while sailing with the wind. Once the Sloop gains a velocity, it maintains that velocity until it takes the “Change Course” action.
STR 18 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 1 (-5)
WIS 1 (-5)
CHA 1 (-5)
Damage Immunities Poison, Psychic
Senses Passive Perception 14
Languages 
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than five crew and only 1 action if it has fewer than three.
Fire Cannon. The ship can fire one of its four cannons.
Use Harpoon. The sloop can use its harpoon.
Change Course. The ship can use its helm to change its velocity with its sails, turning up to 90 degrees.
Weapon: Cannon
Armor Class 19
Hit Points 75
Ranged Weapon Attack: +4 to hit, range 60/300 ft., one target. Hit: 27 (5d10) bludgeoning damage.
Weapon: Harpoon
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d10) piercing damage.

Once the harpoon has attached itself to a creature or object, the target is grappled. As an action, the sloop-of-war can instead winch the harpoon, pulling the smaller of the two closer to the larger. This winch works at a speed of 20 ft. per round.

 

Description

A Sloop-of-War is a small, nimble ship designed for a crew of six or fewer. It is frequently used by smaller shipping companies, pirates, or in retinue of a larger, less maneuverable ship.

A Sloop-of-War has the following features:

Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.

Doors. The ship’s doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves’ tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.

Light. Hanging lanterns cast bright light throughout the ship.

Rigging. Rigging on the ship can be climbed without an ability check.

Sails. The ship has three 40-foot-tall masts with sails to catch the wind.

Example Crew

A sailing ship requires a crew to properly sail the vessel, fight battles and fire the siege weapons.

If the characters are guests on a sailing ship or warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Five sailors (commoners)

1. Main Deck

The main deck of the ship has the following features:

Cannons. The main deck four cannons, with two on each side. Each has a range of motion of 120 degrees.

Cannonball Barrel. This barrel is on the center of the main deck, located 10 feet from each cannon.

Hatch. A covered, 10-foot-square opening leads to the lower deck.

Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

2. Cabin

Six beds are stacked in the cabin quarters, with three on each side. The crew sleeps in shifts so someone remains on duty to command the crew and carry out the captain’s orders.

3. Quarterdeck

The quarterdeck has the following features:

Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Wheel. The ship’s wheel stands at the aft of the quarterdeck.

4. Forecastle

The forecastle has the following features:

Harpoon. harpoon launcher is attached to the deck. A harpoon and 60 feet of hempen rope is secured nearby.

Figurehead. Some sloops will have a wooden figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship’s naval ram.

Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

5. Hold

This area houses cargo, crates and barrels of food and water, and other supplies.

Sample Collections/Campaigns that include this slab

Collection
Collection

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