VEHICLE COMMON
Pax Bay Runner (Generic Frame)
Large vehicle (water), unaligned
AC: 15
HP: 250
Damage Threshhold: 10
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone
Speed: Swim, 40 ft.
Crew: Minimum 3, optimal 6
Passengers: 10–30 (depending on configuration)
Cargo Capacity: 5–20 tons (modular based on variant)
Ability Scores
STR: 18 (+4)
DEX: 12 (+1)
CON: 18 (+4)
INT: 0
WIS: 0
CHA: 16
Traits
Shallow-draft hull
The riverboat can traverse water as shallow as 2 feet without penalty and cannot be beached unless intentionally grounded.
Flat Glide
When moving at least 20 ft. in a straight line, the riverboat gains +2 AC until the start of its next turn.
Wide Turn Keel
The riverboat has advantage on checks to turn or maneuver in tight waterways, canals, or marsh terrain.
Modular frame
Upon creation or refit, choose one of the following configurations:
Merchant Barge
Cargo Capacity 20 tons
Speed reduced to 30 ft.
Advantage on checks to resist capsizing
Ferryboat
Passenger Capacity 40
Can load/unload passengers as a bonus action when docked
AC reduced to 14
Smuggler Skiff
Speed increased to 50 ft.
Advantage on Dexterity (Stealth) checks at night or in fog
Cargo Capacity: 5 tons
Patrol Cutter
Gains weapon mounts (see below)
Crew requirement increases to 5 minimum
Actions (Requires Crew)
Ram
Melee Weapon Attack: +6 to hit, reach 5 ft., one target vessel or object
Hit: 22 (4d8 + 4) bludgeoning damage
If the riverboat moved at least 20 ft. straight before impact, deal an extra 11 ( 2d10 ) damage
Weapon Mount
Choose 1-2
Ballista
+6 to hit, range 120/480 ft.
Hit: 16 (
3d10 ) piercing damage
Light Bombard (alchemical launcher)
+5 to hit, range 60/180 ft.
Hit: 18 (
4d8 ) fire damage in a 10 ft. radius (Dex save DC 13 for half)
Reactions
Grounding Burst
When the riverboat would be forcibly moved or capsized, the pilot may intentionally ground it.
Reduce incoming forced movement to 0
The riverboat takes 15 bludgeoning damage
Helm Actions (Pilot Only)
On its turn, the pilot can take one of the following:
Hard Turn: Grant disadvantage to attacks against the boat until next turn
Full Throttle: Increase speed by +20 ft. for 1 round
Drift Glide: Move up to half speed without provoking opportunity attacks
Weak Points
Propulsion (AC 13, HP 50): Destroyed = speed reduced to 10 ft.
Rudder (AC 13, HP 40): Destroyed = cannot turn
Hull Breach Threshold: If reduced below 20 HP, begins taking on water (sinks in 1d6 minutes without repair)