Not A Drop To Drink. Water within 30ft of the ancient mariner is salinized. Creatures containing water take 3d6 necrotic damage per round they are within 30 ft of the Mariner. If a creature is reduced below half health by this it gains a level of exhaustion that can only be abated by drinking 1d4 litres of fresh water over the course of 6 hours.
Misfortunate Talismans. The mariner carriers the symbol that damned it, be this the head of an arcane it slew that prevented any further trade, or that of an albatross. Whilst wearing this Talisman, if the mariner is reduced to 0 hitpoints it can roll a DC 10 constitution saving throw to instead be reduced to 1, any creature within 30ft of the mariner when it uses this ability gains a level of exhaustion.
Code of the sea. If a creature of a higher rank on their ship issues a command to the Ancient mariner it must make a DC 14 wisdom save or acquiesce so long as it takes no damage in so doing.
Strike the Mariner, and its fortune. Melee Weapon Attack: +6 to hit, reach 5 ft., all targets within 5 feet, Hit: 15 (2d6+ 6) Cold damage. When the Mariner makes this attack against a target with a level of exhaustion it deals an additional 2d6 necrotic damage.
Description
The Ancient Mariner is a format of undead explicit to spelljamming and the art of the travel of wildspace. When a member of a spelljamming crew invokes a symbol of ill luck to such a high degree and subsequently dooms their ship they are raised, its only occupant, with a malign hatred for all other crews.
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