Huge Undead, Chaotic Neutral
Armor Class 19 Natural Armour
Hit Points 300 (25d12 + 5)
Speed 45 ft.
STR
30 (+10)
DEX
22 (+6)
CON
21 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +14, DEX +10, CON +9
Damage Vulnerabilities Fire
Damage Resistances Necrotic
Damage Immunities Poison, Psychic
Senses Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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. 

Actions

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.

Reactions

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. 

Habitat: Coastal

LiamNB

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