Gargantuan unknown
Armor Class 45 Natural Armor
Hit Points 5000 (500d20)
Speed
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Senses Passive Perception 30
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

The Black Pearl

The Black Pearl is a sentient, half-cursed vessel that exists slightly out of sync with reality. The hull drinks light instead of reflecting it, and the sails never fully catch wind, yet it still moves. The ocean around it is too still or too violent, and other ships don't just see it; they feel watched by it.

Passive Effects (Always On)

  • Veil of the Drowned Wake: The ship leaves behind a wake of blackened, glassy water. Creatures tracking it must succeed on a DC 20 Survival check or follow the wrong direction, loop back on themselves, or lose the trail entirely.

  • Whispers in the Rigging: At night, faint voices echo through the ropes and mast, granting crew members Advantage on Perception checks at sea.

  • Unnatural Speed: The Pearl moves as if it always has favorable wind, granting it a 300ft per turn movement speed.

Active Abilities (Ship Actions)

  • Shadow Slip (Recharge 5-6): Bonus Action. For 1 round, the Pearl partially phases into the Veil. It cannot be targeted by opportunity attacks, has resistance to all damage, and moves through ships or terrain as if it were difficult terrain. The hull distorts as if passing through black water suspended in air.

  • Broadside: Hellwake Cannons: These cannons magically track any hostile target within a 120ft sight range.

    • To Hit: +30 (+15 if not visible or behind cover).

    • Damage: 10d20 bludgeoning, 10d20 fire, & 10d20 necrotic damage, bypassing any resistance or immunity.

    • On Hit: Target crew must make a WIS save or become Frightened.

    • On Miss: Cannonballs dissolve into screaming vapor.

  • Call of the Deep (1/day): Jack channels the essence of the Black Pearl, bending the surrounding environment and the ship itself to his will.

    • The Ship's Maw (The Predator's Mirror): Jack commands the ship's structure to manifest as a massive, ethereal weapon beneath the water. He may use his action to make a melee spell attack; on a hit, the weapon deals damage and locks the target in place against the ship's hull or another stationary object.

      • Proficient Weapons: Can be created at will.

      • Natural Weapons (e.g., teeth, claws): Requires a DC 18 Nature check.

      • Non-Proficient Weapons: Requires a DC 15 History check.

    • The Ghost-Light Lure (Weight of Greed): The Pearl glows with a blinding, unnatural light. Any creature within range must succeed on a Wisdom saving throw or be drawn inexorably toward the ship and into its kill-zone.

    • The Maelstrom Anchor: Jack creates a massive, localized underwater whirlpool 150ft across.

      • The Vortex: Enemies within must succeed on a DC 25 Strength saving throw or have their movement speed halved.

      • The Slingshot: With a DC 15 Survival check, an ally can enter the vortex and be propelled up to 120ft in any chosen direction.

  • Dread Wind Surge (Once per combat): The ship doubles its movement for 1 turn and can immediately make a ram attack.

    • Ram Effect: Deals 25d20 bludgeoning + 25d20 psychic damage.

    • Enemies experience: Sudden vertigo and brief hallucinations of drowning.

Actions

 

Bonus Actions

 

Reactions

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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