Large Undead, Neutral Evil
AC 14    Initiative +2 (12)
HP 127 (15d8 + 60)
Speed 30 ft., swim 40 ft.
Mod Save
STR 18 +4 +7
DEX 14 +2 +2
CON 18 +4 +7
Mod Save
INT 8 -1 -1
WIS 16 +3 +6
CHA 18 +4 +7
Resistances Fire, Necrotic
Senses Darkvision 60 ft., Passive Perception 13
Languages Common plus two other languages
CR 5 (XP 1,800; PB +3)
Traits

Regeneration. The walker regains 15 Hit Points at the start of each of its turns while standing in water. If the walker takes Radiant damage, this trait doesn’t function at the start of its next turn. Its body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Undead Restoration. If the walker dies, it revives 24 hours later in a different shipwreck unless Dispel Evil and Good is cast on its corpse. If it revives, it reshapes and animates a shipwreck elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points.

Actions

Multiattack. The walker makes two Slam attacks or one Slam attack and one Anchor Toss attack.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 2 (1d4) Necrotic damage.

Anchor Toss. Ranged Attack Roll: +5, reach 15 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Bonus Actions

Last Moments. A cylinder of ethereal water 40 feet high with a radius of 20 feet manifests in a location the walker can see within 60 feet. Constitution Saving Throw: DC 13, each creature in a 20-foot-radius, 40-foot-high cylinder. Failure: the creature loses 1 minute of breath. Failure or Success: The area is considered to be underwater (though no actual water appears) as long as the walker maintains concentration on this effect (as though it were a spell). A Shadow rises from the corpse of any Humanoid that dies in this effect. The shadow is under the walker’s control and shares the walker’s Initiative count but acts immediately after the walker. The walker can end this effect at will.

Baleful Rigging. Dexterity Saving Throw: DC 14, one target within 30 feet. Failure: The target has the Grappled condition (escape DC 16). Until the grapple ends, the target is pulled 10 feet towards the walker at the start of each its turns. If a corpse is grappled by this effect, the walker regains hit points equal to a roll of all of that creature's hit dice as it is subsumed into the walker.

Description

The exact origins of wreck walkers are unknown, but what they are is not. Wreck walkers are corpse-laden shipwrecks animated by the wrathful spirits that drowned with the ship; horrific amalgamations of hull, bone, and rigging fashioned into a mockery of a humanoid form and draped in tattered sails. They want nothing more than to exact their fury and vengeance on the world that killed them, and will spread their death and misery to as many as they can. Any person unlucky enough to die at the hands of a wreck walker finds their spirit forced into its wrathful crew as a shadow, and their corpse co-opted to to become part of the walker itself. They can venture inland, but their oceanic strength pulls them to remain near water. The fact that the cause of their death is also a source of their power serves as an eternal reminder of their fate, and fills them with fathomless rage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/1/2026 9:17:18 PM
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Coming Soon
3/1/2026 9:22:28 PM
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Coming Soon
3/1/2026 9:55:02 PM
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Coming Soon

Monster Tags: undead

Habitat: CoastalPlanar (Elemental Plane of Water)Planar (Lower Planes)Planar (Shadowfell)SwampUnderwater

Ortalos

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