One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.
A keelboat has the following features:
Light. A hanging lantern or two casts bright light across the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails. The keelboat has one 10-foot-tall mast with sails.
The deck of the keelboat has the following features:
Ballista. A ballista is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.
Railing. The 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.
The keelboat cabin has the following features:
Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.
Creature Capacity 3 crew, 4 passengers
Cargo Capacity 0.5 tons
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Size: Gargantuan vehicle (60 ft. by 20 ft.)
Travel Pace 30 ft. (3 miles per hour or 72 miles per day)
STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 13 (+1) 0 (-5) 0 (-5) 0 (-5)
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.
Fire Ballista. The keelboat can fire its ballista (DMG, ch. 8).
Move. The keelboat can use its helm to move with its oars or sails.
Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
Armor Class 15
Hit Points 100 (damage threshold 10)
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.
Speed (water) 20 ft.
Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind.
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Keelboats typically include a ballista only when they are equipped for combat.