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Ghost Ship

Gargantuan construct, any alignment

Armor Class 15 (natural armor)
Hit Points 507 (26d20 + 234)
Speed 0 ft., swim 35 ft.

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 29 (+9) 6 (-2) 22 (+6) 15 (+2)

Skills Perception +12
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. darkvision 240 ft., passive Perception 22
Languages
Challenge 21 (33,000 XP)

Special Traits

  • Crash. The ghost ship can move into another creature or object’s space. If it does so, the target must make a DC 19 Dexterity saving throw, or take 88 (16d10) bludgeoning damage, and the ghost ship must succeed on a DC 15 Constitution saving throw, or take an amount of bludgeoning damage dependant on the target’s size (see table below). If the target is Huge or larger, the ship must then end its movement; otherwise, the target is moved to the nearest unoccupied space and the ship can keep moving. It cannot crash into the same target more than once each turn.
  • Damage Threshold (20). The ghost ship does not take damage from hits that deal a total of less than 20 damage each.
  • Deck. Huge or smaller creatures can occupy the ship’s space, moving with the ship. While they’re on deck, the ship cannot shake them off, make ranged attacks against them, or crash into them.
  • Legendary Resistance (3/Day). If the ghost ship fails a saving throw, it can choose to succeed instead.
  • Phantom Crew. The ghost ship has advantage on Wisdom (Perception) checks. Additionally, the ghost crew has a Dexterity score of 20 (+5), which the ship uses for ranged weapon attacks. For all other purposes, the ship uses its own Dexterity score. The ship does not suffer disadvantage when making ranged attacks while within 5 feet of a hostile creature.
  • Misty Wake. The ghost ship is shrouded in a cloud of mist that extends 90 feet from its space. Creatures and objects within the mist are lightly obscured from any creature more than 30 feet away, and heavily obscured from any creature more than 60 feet away. If the ship is targeted by an effect that turns undead, the fog dissipates for one minute, even if the ship succeeds on its saving throw against the effect.
  • Sailing Movement. The ghost ship cannot use the Dash action. Further, it can only swim at the water’s surface, like a regular ship.
  • Undead Weakness. If the ghost ship is targeted by an effect that turns undead, it must make a save against the effect. On a failed save, it is not turned, but is instead incapacitated until the end of its next turn.
Size Damage
Medium or smaller None
Large 22 (4d10)
Huge 44 (8d10)
Gargantuan 88 (16d10)

Actions

  • Multiattack. The ghost ship makes two mangonel attacks, and one ballista attack. In place of any number of these attacks, the ghost ship can make one melee attack each with its ghostly weapons against a creature in its space. It cannot make more than one attack with its ghostly weapons against the same target.
  • Ghostly Weapons. Melee Spell Attack: +8 to hit, reach 0 ft., one target in the ship’s space, Hit: 20 (4d8 + 2) necrotic damage, or 11 (2d8 + 2) necrotic damage if the ship has half its hit points or less.
  • Mangonel. Ranged Weapon Attack: +11 to hit, range 200/800 ft., one target. Hit: 32 (5d10 + 5) bludgeoning damage.
  • Ballista. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Legendary Actions

The ghost ship can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The ship regains spent legendary actions at the start of its turn.

  • Full Speed. The ghost ship swims up to 15 feet.
  • Ballista. The ghost ship makes one ballista attack.
  • Multiattack. The ghost ship makes three cannon attacks. In place of any number of these attacks, the ghost ship can make one melee attack each with its ghostly weapons against a creature in its space. It cannot make more than one attack with its ghostly weapons against the same target.
  • Cannon. Ranged Weapon Attack: +11 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Legendary Actions

  • Cannon. The ghost ship makes one cannon attack.

Variant: Age of Sail Following the invention of cannons, naval artillery has become significantly more powerful. A ghost ship from this age is far more dangerous as a result.

An age of sail ghost ship has a Challenge rating of 24 (62,000 XP), swim speed of 45 ft., and replaces its multiattack, ballista and mangonel actions, and ballista legendary action, with the following:

Section 15: Copyright Notice
Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.