https://www.dndbeyond.com/games/4879993
Enemy attacks with adv (surprise) - hits and constricts White Cliff
Enemy attacks again with adv (restrained), hits
White Cliff hits Enemy with a legendary action
Cauda takes starry archer form; misses second coil with attack action, hits with BA
Enemy takes Legendary Action and kills one Scout
Siduri attacks four times, misses with 1, hits 3 against second coil
Damage to middle coil causes Enemy to loosen grapple - White Cliff is still grappled but no longer restrained
Enemy Serpent:
HP lost: 34 head / 0 first loop / 21 second loop / 0 third loop
AC: 17 + 2 for partial cover (doesn't apply to White Cliff)
Crew: 5 gunner, 4 scouts, 5 carpenters, 5 medics
White Cliff:
Mount HP: 141 / 170
Ship: 71 / 130 (damage threshold 15)
22 - Enemy Serpent
19 - Siduri
18 - Cauda
17 -Fork
16 - Ttharg
15 - Tegu / 4 Scouts / 5 Medics
10 - Nibum
8 - Kabett
4 - Servius
3 - Capt. Magyar / Cocytus / 5 Carpenters / 5 Gunners / White Cliff
SPECIAL ACTIONS:
Spells can be cast on the White Cliff's mount without having to touch the beast's skin; there's a reason it's called a living ship.
Kabett can use his action to command the White Cliff's mount to fight; otherwise Cauda will command it (losing her turn). Here's a statblock:
https://www.dndbeyond.com/monsters/2...nt-sea-serpent
(bite or breath attack ONLY -- the ship is in the way of the other attacks)
The rest of you can each use your action to direct the actions up to 5 members of the crew for various purposes.
Servius can direct a salvo from the gunnery crew, giving some of them advantage on their attacks. Otherwise, the First Mate will command them (losing his turn). The number of crew aided is determined by an Arcana check.
https://www.dndbeyond.com/monsters/2...arlock-of-imix
Fork can direct a melee attack from those trained as scouts, giving some of them advantage on their attacks. Otherwise, Tegu will command them (losing her turn). The number of crew aided is determined by an Insight check.
https://www.dndbeyond.com/monsters/3...lk-scaleshield
Nobim can direct a repair action from those trained as carpenters, who will each attempt 2 repairs. Otherwise, no repairs will be attempted.
(+4 to the check, 1d6+2 repair on a success, DC increases as the ship takes damage)
Ttharg can direct a triage action from those trained as medics, which will stabilize injured/unconscious crew and get them out of danger. Otherwise, crew will be left where they fall.
The Captain can take a morale action, giving inspiration to up to three crew members, in place of her action.