Armor Class
15
Hull
Hit Points
250
(1d10 + 250)
Speed
50 ft., 30 while sailing into the wind; 70 with the wind
STR
18
(+4)
DEX
7
(-2)
CON
15
(+2)
INT
1
(-5)
WIS
1
(-5)
CHA
1
(-5)
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
Senses
Passive Perception 1
Languages
--
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Creature capacity: 10 crew; 10 passengers
Cargo Capacity: 50 tons
Travel Pace: 5 miles per hour (120 miles per day)
Actions
On its turn the Sea Ghost take the move or turn actions below. It can't move without a crew or PC at the helm or if the helm is destroyed/disabled.
Move: The Sea Ghost can use its helm to move up to 50 feet.
Turn: The Sea Ghost can use its helm to turn moving forward 15 feet and 90 degrees port or starboard and then an additional 15 feet in the new direction.
Description
Helm: AC 18 Hit Points 50
Sails: AC 12 Hit Points 100, -5ft. speed per 25 damage taken
Comments