{
	"vehicle": [
		{
			"name": "Airship",
			"source": "UAOfShipsAndSea",
			"page": 2,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"80 ft.",
				"20 ft."
			],
			"terrain": [
				"air"
			],
			"capCrew": 20,
			"capPassenger": 10,
			"capCargo": 1,
			"pace": 9,
			"str": 14,
			"dex": 14,
			"con": 12,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 13,
				"hp": 300
			},
			"control": [
				{
					"name": "Helm",
					"ac": 16,
					"hp": 50,
					"entries": [
						"Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Elemental Engine",
					"ac": 18,
					"hp": 100,
					"hpNote": "-20 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "air",
							"entries": [
								"elemental power, speed 80 ft. If the engine is destroyed, the ship immediately crashes."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballistas",
					"count": 4,
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the airship can use its helm to move using its elemental engine. It can also fire its ballistas. If it has half its crew or fewer, it can fire only two of the ballistas."
					]
				}
			]
		},
		{
			"name": "Apparatus of Kwalish",
			"source": "DMG",
			"page": 151,
			"srd": "Apparatus of the Crab",
			"vehicleType": "OBJECT",
			"size": "L",
			"terrain": [
				"sea"
			],
			"capCrew": 1,
			"capPassenger": 1,
			"ac": 20,
			"speed": {
				"walk": 30,
				"swim": 30,
				"note": "(or 0 ft. for both if the legs and tail aren't extended)"
			},
			"hp": 200,
			"immune": [
				"poison",
				"psychic"
			],
			"entries": [
				"This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence ({@skill Investigation}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.",
				"To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.",
				"The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes {@damage 2d6} bludgeoning damage per minute from pressure.",
				"A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.",
				{
					"type": "table",
					"caption": "Apparatus of Kwalish Levers:",
					"colLabels": [
						"Lever",
						"Up",
						"Down"
					],
					"colStyles": [
						"col-1 text-center",
						"col-5-5",
						"col-5-5"
					],
					"rows": [
						[
							"1",
							"Legs and tail extend, allowing the apparatus to walk and swim.",
							"Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed."
						],
						[
							"2",
							"Forward window shutter opens.",
							"Forward window shutter closes."
						],
						[
							"3",
							"Side window shutters open (two per side).",
							"Side window shutters close (two per side)."
						],
						[
							"4",
							"Two claws extend from the front sides of the apparatus.",
							"The claws retract."
						],
						[
							"5",
							"Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} 7 ({@damage 2d6}) bludgeoning damage.",
							"Each extended claw makes the following melee weapon attack: {@hit 8} to hit, reach 5 ft., one target. {@h} The target is {@condition grappled} (escape {@dc 15})."
						],
						[
							"6",
							"The apparatus walks or swims forward.",
							"The apparatus walks or swims backward."
						],
						[
							"7",
							"The apparatus turns 90 degrees left.",
							"The apparatus turns 90 degrees right."
						],
						[
							"8",
							"Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.",
							"The light turns off."
						],
						[
							"9",
							"The apparatus sinks as much as 20 feet in liquid.",
							"The apparatus rises up to 20 feet in liquid."
						],
						[
							"10",
							"The rear hatch unseals and opens.",
							"The rear hatch closes and seals."
						]
					]
				}
			],
			"hasFluffImages": true
		},
		{
			"name": "Astral Brig",
			"source": "MTF",
			"page": 90,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"90 ft.",
				"30 ft."
			],
			"terrain": [
				"air"
			],
			"capCrew": 5,
			"capPassenger": 60,
			"pace": 12,
			"weapon": [
				{
					"name": "Ballistas",
					"count": 2,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				}
			],
			"hasFluff": true
		},
		{
			"name": "Astral Skiff",
			"source": "MTF",
			"page": 90,
			"vehicleType": "SHIP",
			"size": "H",
			"dimensions": [
				"30 ft.",
				"10 ft."
			],
			"terrain": [
				"air"
			],
			"capCrew": 3,
			"capPassenger": 12,
			"pace": 15,
			"hasFluff": true
		},
		{
			"name": "Battle Balloon",
			"source": "AI",
			"page": 218,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"80 ft.",
				"20 ft."
			],
			"terrain": [
				"air"
			],
			"capCrew": 20,
			"capPassenger": 10,
			"capCargo": 1,
			"pace": 9,
			"str": 18,
			"dex": 17,
			"con": 20,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 500,
				"dt": 15
			},
			"control": [
				{
					"name": "Helm",
					"ac": 18,
					"hp": 50,
					"entries": [
						"Move up to the speed of the ship's propeller, with one 90-degree turn. If the helm is destroyed, the ship can't turn."
					]
				},
				{
					"name": "Balloon",
					"ac": 12,
					"hp": 75,
					"entries": [
						"If its balloon is destroyed, a battle balloon cannot maintain altitude."
					]
				}
			],
			"movement": [
				{
					"name": "Propeller",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "air",
							"entries": [
								"80 ft.; 50 ft. while flying into the wind; 100 ft. while flying with the wind"
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Green Flame Arbalester",
					"ac": 15,
					"hp": 75,
					"entries": [
						"{@atk rw} {@hit 8} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it) one target. {@h}16 ({@damage 3d10}) piercing damage and 22 ({@damage 4d10}) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 ({@damage 1d10}) piercing damage and 5 ({@damage 1d10}) fire damage on a failed save."
					]
				},
				{
					"name": "Harpoon Gun",
					"count": 3,
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 8} to hit, range 120/480 ft., one target. {@h}11 ({@damage 2d10}) piercing damage, and the target is {@condition grappled} (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. While it has one or more targets {@condition grappled} with its harpoon gun attack, the battle balloon's speed is not halved."
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 1,
				"2": 10,
				"3": 20
			},
			"action": [
				"On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Fire Ballista.",
							"entry": "The battle balloon can fire its harpoon guns."
						},
						{
							"type": "item",
							"name": "Fire Green Flame Arbalester.",
							"entry": "The battle balloon can fire its green flame arbalester."
						},
						{
							"type": "item",
							"name": "Move.",
							"entry": "The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 ({@damage 1d10}) bludgeoning damage."
						},
						{
							"type": "item",
							"name": "Harpoon Haul.",
							"entry": "The battle balloon can pull each target {@condition grappled} by it up to 30 feet toward the battle balloon."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Demon Grinder",
			"source": "BGDIA",
			"page": 219,
			"vehicleType": "INFWAR",
			"size": "G",
			"weight": 12000,
			"terrain": [
				"land"
			],
			"capCreature": 8,
			"capCargo": 2000,
			"speed": 100,
			"str": 18,
			"dex": 10,
			"con": 18,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"hp": {
				"hp": 200,
				"dt": 10,
				"mt": 20
			},
			"immune": [
				"fire",
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"frightened",
				"paralyzed",
				"petrified",
				"poisoned",
				"stunned",
				"unconscious"
			],
			"trait": [
				{
					"name": "Crushing Wheels",
					"entries": [
						"The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 ({@damage 4d10}) bludgeoning damage and be knocked {@condition prone}. If the creature was already {@condition prone}, it takes an extra 22 ({@damage 4d10}) bludgeoning damage. This trait can't be used against a particular creature more than once each turn."
					]
				},
				{
					"name": "Magic Weapons",
					"entries": [
						"The Demon Grinder's weapon attacks are magical."
					]
				},
				{
					"name": "Prone Deficiency",
					"entries": [
						"If the Demon Grinder rolls over and falls {@condition prone}, it can't right itself and is {@condition incapacitated} until flipped upright."
					]
				}
			],
			"actionStation": [
				{
					"name": "Helm (Requires 1 Crew and Grants Three-Quarters Cover)",
					"entries": [
						"Drive and steer the Demon Grinder."
					]
				},
				{
					"name": "Chomper (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}25 ({@damage 6d6 + 4}) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder.Any nonmagical items the target was holding or carrying are destroyed as well."
					]
				},
				{
					"name": "Wrecking Ball (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}40 ({@damage 8d8 + 4}) bludgeoning damage. Double the damage if the target is an object or a structure."
					]
				},
				{
					"name": "2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 120 ft., one target. {@h}9 ({@damage 2d8}) piercing damage."
					]
				}
			],
			"hasToken": true,
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Devil's Ride",
			"source": "BGDIA",
			"page": 218,
			"vehicleType": "INFWAR",
			"size": "L",
			"weight": 500,
			"terrain": [
				"land"
			],
			"capCreature": 1,
			"capCargo": 100,
			"speed": 120,
			"str": 14,
			"dex": 18,
			"con": 12,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"hp": {
				"hp": 30,
				"dt": 5,
				"mt": 10
			},
			"immune": [
				"fire",
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"frightened",
				"paralyzed",
				"petrified",
				"poisoned",
				"stunned",
				"unconscious"
			],
			"trait": [
				{
					"name": "Jump",
					"entries": [
						"If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement."
					]
				},
				{
					"name": "Prone Deficiency",
					"entries": [
						"If the Devil's Ride falls {@condition prone}, it can't right itself and is {@condition incapacitated} until pulled upright."
					]
				},
				{
					"name": "Stunt",
					"entries": [
						"On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall {@condition prone} as the bike wipes out and comes to a dead stop."
					]
				}
			],
			"actionStation": [
				{
					"name": "Helm (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"Drive and steer the Devil's Ride."
					]
				}
			],
			"reaction": [
				{
					"type": "entries",
					"name": "Juke",
					"entries": [
						"If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity saving throw."
					]
				}
			],
			"hasToken": true,
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Galley",
			"source": "GoS",
			"page": 187,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"130 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 80,
			"capPassenger": 40,
			"capCargo": 150,
			"pace": 4,
			"str": 24,
			"dex": 4,
			"con": 20,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 500,
				"dt": 20
			},
			"control": [
				{
					"name": "Helm",
					"ac": 16,
					"hp": 50,
					"entries": [
						"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"30 ft. (requires at least 40 crew)"
							]
						}
					]
				},
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-10 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind"
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballistas",
					"count": 4,
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Mangonels",
					"count": 2,
					"ac": 15,
					"hp": 100,
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				},
				{
					"name": "Naval Ram",
					"ac": 20,
					"hp": 100,
					"dt": 10,
					"entries": [
						"The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an 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 galley."
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 3,
				"2": 20,
				"3": 40
			},
			"action": [
				"On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Fire Ballistas.",
							"entry": "The galley can fire its {@object ballista||ballistas} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Fire Mangonels.",
							"entry": "The galley can fire its {@object mangonel||mangonels} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Move.",
							"entry": "The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Galley",
			"source": "UAOfShipsAndSea",
			"page": 2,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"130 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 80,
			"capPassenger": 40,
			"capCargo": 150,
			"pace": 4,
			"str": 24,
			"dex": 4,
			"con": 20,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 500,
				"dt": 20
			},
			"control": [
				{
					"name": "Helm",
					"ac": 16,
					"hp": 50,
					"entries": [
						"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-10 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind."
							]
						}
					]
				},
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"oars, speed 30 ft."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballistas",
					"count": 4,
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Mangonels",
					"count": 2,
					"ac": 15,
					"hp": 100,
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				},
				{
					"name": "Ram",
					"ac": 20,
					"hp": 100,
					"dt": 10,
					"entries": [
						"The galley has advantage on all saving throws relating to crashing when it crashes into a creature or object, and any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if a vehicle crashes into the galley."
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the galley can move using its helm. It can also fire its ballistas and its mangonels. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons."
					]
				}
			]
		},
		{
			"name": "Keelboat",
			"source": "GoS",
			"page": 188,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"60 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 3,
			"capPassenger": 4,
			"capCargo": 0.5,
			"pace": 3,
			"str": 16,
			"dex": 7,
			"con": 13,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 100,
				"dt": 10
			},
			"control": [
				{
					"name": "Helm",
					"ac": 12,
					"hp": 50,
					"entries": [
						"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."
					]
				}
			],
			"movement": [
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"20 ft."
							]
						}
					]
				},
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 20 damage taken ",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballista",
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage.",
						"Keelboats typically include a ballista only when they are equipped for combat."
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 1,
				"2": 2
			},
			"action": [
				"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.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Fire Ballista.",
							"entry": "The keelboat can fire its {@object ballista} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Move.",
							"entry": "The keelboat can use its helm to move with its oars or sails."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Keelboat",
			"source": "UAOfShipsAndSea",
			"page": 3,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"60 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 3,
			"capPassenger": 4,
			"capCargo": 0.5,
			"pace": 3,
			"str": 16,
			"dex": 7,
			"con": 13,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 100,
				"dt": 10
			},
			"control": [
				{
					"name": "Helm",
					"ac": 12,
					"hp": 50,
					"entries": [
						"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."
					]
				}
			],
			"movement": [
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 20 damage taken ",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"sails, speed 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind."
							]
						}
					]
				},
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"oars, speed 20 ft."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballista",
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage. Keelboats typically include a ballista only when they are equipped for combat."
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the keelboat can move using its helm. It can also fire its ballista if it is equipped with one. If it has half its crew or fewer, it moves at half speed and can't use its ballista."
					]
				}
			]
		},
		{
			"name": "Longship",
			"source": "GoS",
			"page": 190,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"70 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 40,
			"capPassenger": 100,
			"capCargo": 10,
			"pace": 5,
			"str": 20,
			"dex": 6,
			"con": 17,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 300,
				"dt": 15
			},
			"control": [
				{
					"name": "Helm",
					"ac": 16,
					"hp": 50,
					"entries": [
						"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"20 ft. (requires at least 20 crew)"
							]
						}
					]
				},
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-10 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind."
							]
						}
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 1
			},
			"action": [
				"On its turn, the longship can take the move action below. It can't take this action if it has no crew.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Move.",
							"entry": "The longship can use its helm to move with its oars or sails."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Longship",
			"source": "UAOfShipsAndSea",
			"page": 4,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"70 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 40,
			"capPassenger": 100,
			"capCargo": 10,
			"pace": 5,
			"str": 20,
			"dex": 6,
			"con": 17,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 300,
				"dt": 15
			},
			"control": [
				{
					"name": "Helm",
					"ac": 16,
					"hp": 50,
					"entries": [
						"Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-10 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind."
							]
						}
					]
				},
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"oars, speed 20 ft."
							]
						}
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the longship can move using its helm. If the longship loses half or more of its crew, it moves at half speed."
					]
				}
			]
		},
		{
			"name": "Mechanical Beholder",
			"source": "AI",
			"page": 219,
			"vehicleType": "SHIP",
			"size": "H",
			"dimensions": [
				"15 ft.",
				"15 ft."
			],
			"terrain": [
				"land",
				"sea",
				"air"
			],
			"capCrew": 1,
			"capPassenger": 5,
			"capCargo": "crew and passengers' normal gear",
			"pace": 3,
			"str": 18,
			"dex": 12,
			"con": 18,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 18,
				"hp": 200,
				"dt": 10
			},
			"control": [
				{
					"name": "Helm",
					"ac": 16,
					"hp": 25,
					"entries": [
						"Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move."
					]
				}
			],
			"movement": [
				{
					"name": "Magical Propulsion Unit",
					"ac": 16,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "magical",
							"entries": [
								"burrow 30 ft., fly 30 ft. (hover), swim 30 ft."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Eye Ray Tentacles",
					"count": 6,
					"ac": 14,
					"hp": 50,
					"entries": [
						"{@atk g} The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it.",
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Disintegration Ray.",
									"entry": "If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 ({@damage 4d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it."
								},
								{
									"type": "item",
									"name": "Enervation Ray.",
									"entry": "The targeted creature must make a DC 15 Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one."
								},
								{
									"type": "item",
									"name": "Paralyzing Ray.",
									"entry": "The targeted creature must succeed on a DC 15 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
								}
							]
						}
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 1
			},
			"action": [
				"On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Eye Rays.",
							"entry": "The mechanical beholder can use its eye ray tentacles."
						},
						{
							"type": "item",
							"name": "Move.",
							"entry": "The mechanical beholder can use its helm to move using its magical propulsion unit."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Planar Raider",
			"source": "MTF",
			"page": 90,
			"vehicleType": "SHIP",
			"size": "H",
			"dimensions": [
				"120 ft.",
				"40 ft."
			],
			"terrain": [
				"air"
			],
			"capCrew": 10,
			"capPassenger": 100,
			"pace": 12,
			"weapon": [
				{
					"name": "Ballistas",
					"count": 2,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Catapult",
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				}
			],
			"hasFluff": true
		},
		{
			"name": "Rowboat",
			"source": "GoS",
			"page": 190,
			"vehicleType": "SHIP",
			"size": "L",
			"dimensions": [
				"10 ft.",
				"5 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 2,
			"capPassenger": 2,
			"capCargo": 0.25,
			"pace": 3,
			"str": 11,
			"dex": 8,
			"con": 11,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 11,
				"hp": 50
			},
			"movement": [
				{
					"name": "Oars",
					"isControl": true,
					"ac": 12,
					"hp": 25,
					"speed": [
						{
							"mode": "water",
							"entries": [
								"15 ft.",
								"Move up to its speed, with one 90-degree turn. Without oars, the rowboat's speed is 0."
							]
						}
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 1
			},
			"action": [
				"On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Move.",
							"entry": "The rowboat can move using its oars."
						}
					]
				}
			],
			"hasToken": true,
			"hasFluff": true
		},
		{
			"name": "Rowboat",
			"source": "UAOfShipsAndSea",
			"page": 4,
			"vehicleType": "SHIP",
			"size": "L",
			"dimensions": [
				"10 ft.",
				"5 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 2,
			"capPassenger": 2,
			"capCargo": 0.25,
			"pace": 3,
			"str": 11,
			"dex": 8,
			"con": 11,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 11,
				"hp": 50,
				"dt": 0
			},
			"movement": [
				{
					"name": "Oars",
					"isControl": true,
					"ac": 12,
					"hp": 25,
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"oars, speed 15 ft. Move up to its speed, with one 90-degree turn. Without oars, the rowboat's speed is 0."
							]
						}
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the rowboat can move using its oars."
					]
				}
			]
		},
		{
			"name": "Sailing Ship",
			"source": "GoS",
			"page": 192,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"100 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 30,
			"capPassenger": 20,
			"capCargo": 100,
			"pace": 5,
			"str": 20,
			"dex": 7,
			"con": 17,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 300,
				"dt": 15
			},
			"control": [
				{
					"name": "Helm",
					"ac": 18,
					"hp": 50,
					"entries": [
						"Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballista",
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Mangonel",
					"ac": 15,
					"hp": 100,
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 3,
				"2": 10,
				"3": 20
			},
			"action": [
				"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 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.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Fire Ballista.",
							"entry": "The ship can fire its {@object ballista} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Fire Mangonel.",
							"entry": "The ship can fire its {@object mangonel} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Move.",
							"entry": "The ship can use its helm to move with its sails."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Sailing Ship",
			"source": "UAOfShipsAndSea",
			"page": 4,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"80 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 30,
			"capPassenger": 20,
			"capCargo": 100,
			"pace": 5,
			"str": 20,
			"dex": 7,
			"con": 17,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 300,
				"dt": 15
			},
			"control": [
				{
					"name": "Helm",
					"ac": 18,
					"hp": 50,
					"entries": [
						"Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn."
					]
				}
			],
			"movement": [
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballista",
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Mangonel",
					"ac": 15,
					"hp": 100,
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the sailing ship can move using its helm. It can also fire its ballista and its mangonel. If it has half its crew or fewer, it moves at half speed and can fire either its ballista or its mangonel."
					]
				}
			]
		},
		{
			"name": "Scavenger",
			"source": "BGDIA",
			"page": 219,
			"vehicleType": "INFWAR",
			"size": "H",
			"weight": 9000,
			"terrain": [
				"land"
			],
			"capCreature": 8,
			"capCargo": 4000,
			"speed": 100,
			"str": 20,
			"dex": 12,
			"con": 20,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"hp": {
				"hp": 150,
				"dt": 10,
				"mt": 20
			},
			"immune": [
				"fire",
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"frightened",
				"paralyzed",
				"petrified",
				"poisoned",
				"stunned",
				"unconscious"
			],
			"trait": [
				{
					"name": "Crushing Wheels",
					"entries": [
						"The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 ({@damage 3d10}) bludgeoning damage and be knocked {@condition prone}. If the creature was already {@condition prone}, it takes an extra 16 ({@damage 3d10}) bludgeoning damage. This trait can't be used against a particular creature more than once each turn."
					]
				},
				{
					"name": "Magic Weapons",
					"entries": [
						"The Scavenger's weapon attacks are magical."
					]
				},
				{
					"name": "Prone Deficiency",
					"entries": [
						"If the Scavenger rolls over and falls {@condition prone}, it can't right itself and is {@condition incapacitated} until flipped upright."
					]
				}
			],
			"actionStation": [
				{
					"name": "Helm (Requires 1 Crew and Grants Three-Quarters Cover)",
					"entries": [
						"Drive and steer the Scavenger."
					]
				},
				{
					"name": "Grappling Claw (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}The target is {@condition grappled} (escape DC 12). If the target is a creature, it is {@condition restrained} until the grapple ends.The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding."
					]
				},
				{
					"name": "2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage."
					]
				}
			],
			"hasToken": true,
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Stahlmaster",
			"source": "DD",
			"page": 235,
			"vehicleType": "CREATURE",
			"size": "L",
			"type": "vehicle",
			"terrain": [
				"land"
			],
			"ac": [
				{
					"ac": 16,
					"from": [
						"natural armor"
					]
				}
			],
			"speed": {
				"walk": 30
			},
			"str": 18,
			"dex": 10,
			"con": 14,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"hp": {
				"average": 67,
				"formula": "9d10 + 18"
			},
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"paralyzed",
				"petrified",
				"poisoned",
				"unconscious"
			],
			"trait": [
				{
					"name": "Pilot",
					"entries": [
						"The Stahlmaster requires a Medium humanoid to pilot it. While inside the Stahlmaster, the pilot uses the vehicle's speed and action options and can't take reactions or use bonus actions, and the pilot has total cover. If the Stahlmaster drops to 0 hit points, the pilot is ejected from it and lands {@condition prone} in an unoccupied space within 5 feet of the vehicle."
					]
				}
			],
			"action": [
				{
					"name": "Multiattack",
					"entries": [
						"The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack."
					]
				},
				{
					"name": "Slam",
					"entries": [
						"{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage."
					]
				},
				{
					"name": "Shoulder-Mounted Crossbow",
					"entries": [
						"{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d12}) piercing damage."
					]
				}
			],
			"hasToken": true
		},
		{
			"name": "Tormentor",
			"source": "BGDIA",
			"page": 218,
			"vehicleType": "INFWAR",
			"size": "H",
			"weight": 3000,
			"terrain": [
				"land"
			],
			"capCreature": 4,
			"capCargo": 500,
			"speed": 100,
			"str": 16,
			"dex": 14,
			"con": 14,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"hp": {
				"hp": 60,
				"dt": 10,
				"mt": 20
			},
			"immune": [
				"fire",
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"frightened",
				"paralyzed",
				"petrified",
				"poisoned",
				"stunned",
				"unconscious"
			],
			"trait": [
				{
					"name": "Crushing Wheels",
					"entries": [
						"The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 ({@damage 2d10}) bludgeoning damage and be knocked {@condition prone}.If the creature was already {@condition prone}, it takes an extra 11 ({@damage 2d10}) bludgeoning damage.This trait can't be used against a particular creature more than once each turn."
					]
				},
				{
					"name": "Prone Deficiency",
					"entries": [
						"If the Tormentor rolls over and falls {@condition prone}, it can't right itself and is {@condition incapacitated} until flipped upright."
					]
				},
				{
					"name": "Magic Weapons",
					"entries": [
						"The Tormentor's weapon attacks are magical."
					]
				},
				{
					"name": "Raking Scythes",
					"entries": [
						"When the Tormentor moves within 5 feet of a creature that isn't {@condition prone} or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 ({@damage 2d10 + 2}) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw.A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw."
					]
				}
			],
			"actionStation": [
				{
					"name": "Helm (Requires 1 Crew and Grants Three-Quarters Cover)",
					"entries": [
						"Drive and steer the Tormentor"
					]
				},
				{
					"name": "Harpoon Flinger (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"{@atk rw} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."
					]
				}
			],
			"reaction": [
				{
					"type": "entries",
					"name": "Juke",
					"entries": [
						"If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw."
					]
				}
			],
			"hasToken": true,
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Warship",
			"source": "GoS",
			"page": 194,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"100 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 40,
			"capPassenger": 60,
			"capCargo": 200,
			"pace": 4,
			"str": 20,
			"dex": 4,
			"con": 20,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 500,
				"dt": 20
			},
			"control": [
				{
					"name": "Helm",
					"ac": 18,
					"hp": 50,
					"entries": [
						"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."
					]
				}
			],
			"movement": [
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"20 ft. (requires at least 20 crew)"
							]
						}
					]
				},
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-10 ft. speed per 25 damage taken",
					"speed": [
						{
							"mode": "water",
							"entries": [
								"35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballistas",
					"count": 2,
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Mangonels",
					"count": 2,
					"ac": 15,
					"hp": 100,
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				},
				{
					"name": "Naval Ram",
					"ac": 20,
					"hp": 100,
					"dt": 10,
					"entries": [
						"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."
					]
				}
			],
			"actionThresholds": {
				"0": 0,
				"1": 3,
				"2": 10,
				"3": 20
			},
			"action": [
				"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.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Fire Ballistas.",
							"entry": "The warship can fire its {@object ballista||ballistas} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Fire Mangonels.",
							"entry": "The warship can fire its {@object mangonel||mangonels} (DMG, ch. 8)."
						},
						{
							"type": "item",
							"name": "Move.",
							"entry": "The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram."
						}
					]
				}
			],
			"hasFluff": true,
			"hasFluffImages": true
		},
		{
			"name": "Warship",
			"source": "UAOfShipsAndSea",
			"page": 5,
			"vehicleType": "SHIP",
			"size": "G",
			"dimensions": [
				"100 ft.",
				"20 ft."
			],
			"terrain": [
				"sea"
			],
			"capCrew": 40,
			"capPassenger": 60,
			"capCargo": 200,
			"pace": 4,
			"str": 20,
			"dex": 4,
			"con": 20,
			"int": 0,
			"wis": 0,
			"cha": 0,
			"immune": [
				"poison",
				"psychic"
			],
			"conditionImmune": [
				"blinded",
				"charmed",
				"deafened",
				"exhaustion",
				"frightened",
				"incapacitated",
				"paralyzed",
				"petrified",
				"poisoned",
				"prone",
				"stunned",
				"unconscious"
			],
			"hull": {
				"ac": 15,
				"hp": 500,
				"dt": 20
			},
			"control": [
				{
					"name": "Helm",
					"ac": 18,
					"hp": 50,
					"entries": [
						"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."
					]
				}
			],
			"movement": [
				{
					"name": "Sails",
					"ac": 12,
					"hp": 100,
					"hpNote": "-10 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind."
							]
						}
					]
				},
				{
					"name": "Oars",
					"ac": 12,
					"hp": 100,
					"hpNote": "-5 ft. speed per 25 damage taken",
					"locomotion": [
						{
							"mode": "water",
							"entries": [
								"oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers."
							]
						}
					]
				}
			],
			"weapon": [
				{
					"name": "Ballistas",
					"count": 2,
					"ac": 15,
					"hp": 50,
					"entries": [
						"{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}16 ({@damage 3d10}) piercing damage."
					]
				},
				{
					"name": "Mangonels",
					"count": 2,
					"ac": 15,
					"hp": 100,
					"entries": [
						"{@atk rw} {@hit 5} to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. {@h}27 ({@damage 5d10}) bludgeoning damage."
					]
				},
				{
					"name": "Ram",
					"ac": 20,
					"hp": 100,
					"dt": 10,
					"entries": [
						"The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the warship."
					]
				}
			],
			"other": [
				{
					"name": "Actions",
					"entries": [
						"On its turn, the warship can move using its helm. It can also fire its ballistas and mangonels. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons."
					]
				}
			]
		}
	],
	"vehicleUpgrade": [
		{
			"name": "Acidic Bile Sprayer",
			"source": "BGDIA",
			"page": 221,
			"upgradeType": [
				"IWM:W"
			],
			"entries": [
				"This hose weapon is attached to demonic organs that produce an acidic bile that dissolves flesh on contact.",
				{
					"type": "entries",
					"name": "Acidic Bile Sprayer (Requires 1 Crew and Grants Half Cover, {@recharge 5|m})",
					"entries": [
						"Acidic bile sprays from a nozzle in a 30-foot cone. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 40 ({@damage 9d8}) acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing."
					]
				}
			]
		},
		{
			"name": "Arcane Artillery",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:W"
			],
			"entries": [
				"Using methods similar to those used to produce magic weapons, a skilled spellcaster imbues a ship's weapon with destructive energy. This weapon gains a +2 bonus to its attack and damage rolls, and its attacks count as magical."
			]
		},
		{
			"name": "Bones of Endless Toil",
			"source": "GoS",
			"page": 198,
			"upgradeType": [
				"SHP:O"
			],
			"entries": [
				"The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as a {@creature zombie} obedient to the ship's captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship's creature capacity can be animated in this manner at any given time."
			]
		},
		{
			"name": "Canian Armor",
			"source": "BGDIA",
			"page": 221,
			"upgradeType": [
				"IWM:A"
			],
			"entries": [
				"The infernal iron used to make the vehicle was mined on Cania, the coldest layer of the Nine Hells. An infernal war machine with Canian armor has an Armor Class of 22 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. The infernal war machine also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold."
			]
		},
		{
			"name": "Churning Hull",
			"source": "GoS",
			"page": 196,
			"upgradeType": [
				"SHP:H"
			],
			"entries": [
				"A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade.",
				"By draping the chains over a ship's hull, the storm's fury thrashes into the water around it. The water within 210 feet of the ship is difficult terrain for everything other than this ship."
			]
		},
		{
			"name": "Clockwork Oars",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:M"
			],
			"entries": [
				"Using a combination of magic and clockwork, the oars on this ship require only one crew member to use them, pushing the button or lever that activates them."
			]
		},
		{
			"name": "Concussive Rounds",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:W"
			],
			"entries": [
				"Enhanced by abjuration magic, this weapon's attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle's hull, that vehicle's speed decreases by {@dice 2d10} feet until the start of the attacker's next turn."
			]
		},
		{
			"name": "Death Vessel",
			"source": "GoS",
			"page": 196,
			"upgradeType": [
				"SHP:H"
			],
			"entries": [
				"Crafted with materials harvested from the Shadowfell, this upgrade grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is {@condition frightened} of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can't be used again until {@dice 1d4} hours have passed."
			]
		},
		{
			"name": "Defiant Sails",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:M"
			],
			"entries": [
				"These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled, ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship."
			]
		},
		{
			"name": "Dragon Sails",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:M"
			],
			"entries": [
				"Dragon scales woven into these sails make them more resistant to damage. The sails gain a +3 bonus to AC, and they have resistance to a damage type based on the type of scales used to craft them, as shown on the Dragon Sails table.",
				{
					"type": "table",
					"caption": "Dragon Sails",
					"colStyles": [
						"col-6 text-center",
						"col-6 text-center"
					],
					"colLabels": [
						"Dragon Type",
						"Damage Type"
					],
					"rows": [
						[
							"Black",
							"Acid"
						],
						[
							"Blue",
							"Lightning"
						],
						[
							"Brass",
							"Fire"
						],
						[
							"Bronze",
							"Lightning"
						],
						[
							"Copper",
							"Acid"
						],
						[
							"Gold",
							"Fire"
						],
						[
							"Green",
							"Acid"
						],
						[
							"Red",
							"Fire"
						],
						[
							"Silver",
							"Cold"
						],
						[
							"White",
							"Cold"
						]
					]
				}
			]
		},
		{
			"name": "Ever-Full Sails",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:M"
			],
			"entries": [
				"These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind."
			]
		},
		{
			"name": "Explosive Rounds",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:W"
			],
			"entries": [
				"Drawing on powerful evocation magic, this weapon's attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits, it deals an extra {@damage 2d6} fire damage."
			]
		},
		{
			"name": "Flamethrower",
			"source": "BGDIA",
			"page": 221,
			"upgradeType": [
				"IWM:W"
			],
			"entries": [
				"Although useless against demons, this weapon is great against flammable creatures and objects.",
				{
					"type": "entries",
					"name": "Flamethrower (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"Fire shoots out of the weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn."
					]
				}
			]
		},
		{
			"name": "Frost-Locked Hull",
			"source": "GoS",
			"page": 196,
			"upgradeType": [
				"SHP:H"
			],
			"entries": [
				"This upgrade replaces a ship's hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are immune to cold damage but vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water."
			]
		},
		{
			"name": "Gilded Death Armor",
			"source": "BGDIA",
			"page": 222,
			"upgradeType": [
				"IWM:A"
			],
			"entries": [
				"Gold stolen or bartered from the archdevil Mammon plates the vehicle's exterior. This gold can't be removed without destroying the vehicle and turns to dust when the infernal war machine drops to 0 hit points. Gilded death armor grants the infernal war machine resistance to bludgeoning, piercing, and slashing damage."
			]
		},
		{
			"name": "Grasping Rounds",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:W"
			],
			"entries": [
				"This weapon creates spectral chains that trail after its shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can't move away from the attacker. As an action, the attacking ship can end this effect, and the target can end it by taking an action and succeeding on a DC 14 Strength check."
			]
		},
		{
			"name": "Guardian Figurehead",
			"source": "GoS",
			"page": 198,
			"upgradeType": [
				"SHP:F"
			],
			"entries": [
				"This figurehead depicts an armored knight. As an action, the ship can activate this item, causing it to animate as an {@creature iron golem}. The golem acts on the ship's turn when the captain uses one of the ship's actions. The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can't use it again for 24 hours."
			]
		},
		{
			"name": "Infernal Screamer",
			"source": "BGDIA",
			"page": 221,
			"upgradeType": [
				"IWM:W"
			],
			"entries": [
				"A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The figure telepathically shrieks in agony when the crank is turned.",
				{
					"type": "entries",
					"name": "Infernal Screamer (Requires 1 Crew and Grants Half Cover)",
					"entries": [
						"The screamer's operator targets one creature it can see within 120 feet of the screamer. The target must make a DC 15 Wisdom saving throw, taking 26 ({@damage 4d12}) psychic damage on a failed save, or half as much damage on a successful one."
					]
				}
			]
		},
		{
			"name": "Living Vessel",
			"source": "GoS",
			"page": 196,
			"upgradeType": [
				"SHP:H"
			],
			"entries": [
				"This vessel's hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute."
			]
		},
		{
			"name": "Necrotic Smoke Screen",
			"source": "BGDIA",
			"page": 222,
			"upgradeType": [
				"IWM:G"
			],
			"entries": [
				"The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 ({@damage 6d6}) necrotic damage. A strong wind disperses the cloud. This device needs 24 hours to recharge before it can be used again."
			]
		},
		{
			"name": "Red Dragon Figurehead",
			"source": "GoS",
			"page": 198,
			"upgradeType": [
				"SHP:F"
			],
			"entries": [
				"This figurehead depicts a red dragon rearing to strike, its mouth open. As an action, the ship can activate this item to create a 60-foot cone of flame that originates from the figurehead. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. Once a ship uses this action, it can't use it again for 1 minute."
			]
		},
		{
			"name": "Reinforced Hull",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:H"
			],
			"entries": [
				"A master shipwright can use superior materials and clever design to make a ship's hull more resilient. Such reinforcement doubles the hull's hit point maximum."
			]
		},
		{
			"name": "Screaming Sails",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:M"
			],
			"entries": [
				"Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, the ship's captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes {@damage 4d6} psychic damage and is then {@condition frightened} for 1 minute. Once this ability has been used, it can't be used again until {@dice 2d6} hours have passed."
			]
		},
		{
			"name": "Scything Oars",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:M"
			],
			"entries": [
				"Sharpened, magically reinforced oars make a vessel dangerous to approach. When the ship takes an action that moves it with these oars, any creature or object in the water within 10 feet of it at any point of the move must make a DC 10 Dexterity saving throw, taking {@damage 2d6} slashing damage on a failed save or half as much damage on a successful one."
			]
		},
		{
			"name": "Smuggler's Banner",
			"source": "GoS",
			"page": 198,
			"upgradeType": [
				"SHP:O"
			],
			"entries": [
				"This flag is meant to be flown from a ship's mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests.",
				"The banner's true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can't teleport in this way again for {@dice 2d6} days."
			]
		},
		{
			"name": "Soul Spike Armor",
			"source": "BGDIA",
			"page": 222,
			"upgradeType": [
				"IWM:W"
			],
			"entries": [
				"The vehicle is covered with spikes inscribed with blasphemous symbols. Luminous, ghostly figures impaled on these spikes wail and reach out in agony.",
				"If a creature that isn't a devil dies within 30 feet of the infernal war machine, its soul (if it has one) is torn from its body and joins the wailing throng impaled on the spikes. As long as its soul remains trapped, a creature can't be raised from the dead by any means. A trapped soul is freed if the vehicle is destroyed, if the spike anchoring it is the target of a {@spell remove curse} spell or similar magic, or if the spike is destroyed. Each spike is a Small object with AC 19, 15 hit points, and resistance to all damage except radiant damage."
			]
		},
		{
			"name": "Storm Giant Figurehead",
			"source": "GoS",
			"page": 198,
			"upgradeType": [
				"SHP:F"
			],
			"entries": [
				"This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone that originates from the figurehead. Each creature in the cone must make DC 12 Constitution saving throw, taking 14 ({@damage 4d6}) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can't use it again for 1 minute."
			]
		},
		{
			"name": "Styx Sprayer",
			"source": "BGDIA",
			"page": 221,
			"upgradeType": [
				"IWM:W"
			],
			"entries": [
				"This flexible hose is connected to a tank that holds 30 gallons of water from the {@area River Styx|1a3|x}. Each use of the weapon depletes 10 gallons of the water. Refilling the tank requires access to the Styx.",
				{
					"type": "entries",
					"name": "Styx Sprayer (Requires 1 Crew and Grants Half Cover; 3 Uses)",
					"entries": [
						"{@atk rs}: +5 to hit, range 30 ft., one creature. {@h}The creature is struck by water from the River Styx and targeted by a {@spell feeblemind} spell (save DC 20). An already feebleminded creature is immune to this effect, as is a creature adapted to the River Styx. If the target fails its saving throw and the spell's effect on it is not ended within 30 days, the effect becomes permanent, whereupon the creature loses all its memories and becomes a near-mindless shell of its former self. At that point, nothing short of divine intervention can undo the effect."
					]
				}
			]
		},
		{
			"name": "Taskmaster's Drums",
			"source": "GoS",
			"page": 198,
			"upgradeType": [
				"SHP:O"
			],
			"entries": [
				"This 4-foot-tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to produce a thundering rhythm. For the next minute, the ship gains one additional action, as long as it has at least one action. Once this item is used, it can't be activated again for {@dice 2d10} hours."
			]
		},
		{
			"name": "Teleporter",
			"source": "BGDIA",
			"page": 222,
			"upgradeType": [
				"IWM:G"
			],
			"entries": [
				"The vehicle's driver can activate this magical device as a bonus action, causing the vehicle to teleport to an unoccupied space that the driver can see up to 300 feet away from the vehicle's current position. All creatures and objects in contact with the vehicle are teleported along with it. This device needs 24 hours to recharge before it can be used again."
			]
		},
		{
			"name": "Vigilant Watch",
			"source": "GoS",
			"page": 197,
			"upgradeType": [
				"SHP:H"
			],
			"entries": [
				"A row of crystal orbs, each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. {@condition Invisible} creatures are visible while on the ship or within 120 feet of it."
			]
		}
	]
}
