Freedom Of Movement. The Cursed Galleon Ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The Cursed Galleon deals double damage to objects and structures.
Legendary Resistance (3/Day). If the Cursed Galleon fails a saving throw, it can choose to succeed instead.
Multiattack. The Cursed Galleon makes 4 attacks; 3 with its Cannons, Strangling Ropes, or Fling, and 1 with its Sideswipe.
Cannons. Ranged Weapon Attack; +15 to hit, range 300/900 ft, one target, Hit; 52 (8d10+8) bludgeoning damage.
Strangling Rope. Melee or Ranged Weapon Attack; +16 to hit, reach 30 ft, one creature, Hit 22 (3d8+9) bludgeoning damage and the target is Grappled (escape DC 19). Untill this grapple ends, the target is Restrained. The galleon has 5 Strangling Ropes, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the Cursed Galleon is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Sideswipe. Melee Weapon Attack; +16 to hit, reach 25 ft, one structure, Hit; 61 (8d12+9) bludgeoning damage. This attack may be used against creatures if they are Huge or larger.
Call Undead (Recharge 6). A horrible noise echoes from the galleon, calling its former crew to its aid. 5d6 + 10 Ghouls and 1d4 + 2 Wraiths rise from its deck, and act as allies to the galleon. The undead persist untill they are killed or the galleon uses this feature again.
The cursed galleon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The cursed galleon regains spent legendary actions at the start of its turn.
Strangling Rope Or Fling. The Cursed Galleon makes one Strangling Rope attack or uses its Fling
Curse (costs 2 Actions). All hostile creatures onboard the cursed galleon cannot regain hit points until the end of the galleon's next turn.
Poison Gas (costs 3 Actions). The galleon releases clouds of ghostly fumes. All creatures onbourd the cursed galleon must make a DC 24 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one. A creature that fails the save by 10 or more is Incapacitated until it takes damageagain, or another creature uses an action to shake it awake. Creatures that are immune to poison damage or the poisoned condition are not effected by the galleon's poison gas.
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