Etherial. The ship is totally invisable during the day, and an investigation check dc 22 will only show the wake of the ship. During the night the ship appears as a normal pirate ship with a 30 foot greenish fog around it.
Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., # target. Hit: 35 (7d10) Bludgioning damage.
Cannon RangedWeapon Attack: +12 to hit, range 100/350 ft., 1 target. Hit: 25 (5d10 + 10) Piercing damage.
Board. As a bonus action, the ship can board the ship and send over 2d6 ghostly pirates. The DM may choose if they use the Archer statblock, or the Kight statblock. Each Ghostly Pirate acts on the same initiative.
Ghostly Shift. As a reaction, if the ship takes more than 50 damage in one turn, can teleport to anywhere in a 100 foot radius, as long as there is nothing in the space. This ability can be recharged after a 5-6 on a d6 at the end of its turn.
Description
This Ghostly ship only comes out on nights of the full moon, tracking down any ship that passes its sights. This ship appears to be broken, beaten, and non-seaworthy. It has a 30 foot ring of fog that follows this ship, that has a slight green tint. The crew that can be seen working all seem to be slightly see-through, and all in ragged clothing.
During the day, the ship is totally invisable, but simply just sails in any direction, as if it is lost.
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