Ghost Ships

Remnants of the War of the Undead, a great many ships that were raised from the dead still sail upon the seas. Almost incorporeal, and powered by necromatic energies and its broken spirit, these apparitions of the night are feared even the most experienced crews. It is said that the only way to destroy a ghost ship is to find the spirit that drives it, and destroy it.

Ghost Ship Spirits: medium-size undead (incorporeal); CR 7; HD 7d12 (45hp); Init +7 (+3 Dex, +4 Improved Init); Spd 40ft, fly 80ft (good); AC 17 (+3 Dex, +4 deflection); Atk Incorpreal touch +6 melee (incorporeal touch 1d8 cold damage); F/R 5x5/5; SA Energy drain, create spawn; SQ Undead, incorporeal, +2 turn resistance, unnatural aura, sunlight fade, dark mist, ghost light; SV Fort +2, Ref +5, Will +7; Str -, Dex 15, Con -, Int 14, Wis 14, Cha 15. Skills and Feats: hide +13, intimidate +12, intuit direction +10, listen +13, search +10, spot +13, Alertness, Blind-Fight, Combat Reflexes, Improved Initiative. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of the spirit at a distance of 90ft. They do not willingly aproach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Sunlight Fade (Ex): whenever caught in sunlight, the spirit and the ghost ship fade away, to return to the bottom of the sea until the next night. Dark Mist (Ex): The spirit of a ghost ship can call upon an obscuring mist as though it were a sorceror of 17th-level -- the area of effect is 12 square miles, centered upon the ghost ship, and moving with it. The mist remains until banished by the spirit. Ghost Light (Su): Spirit can call use faerie fire at will, in any color. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorpreal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. Bound to its ships -- and cannot leave. AL LE.

The statistics of the ship inhabited by a ghostly spirit change in the following ways:

Propulsion: Unholy Winds.
Speed: Doubles, Unlimited miles.
Crew: 100 skeletons normal, 550 maximum.
Cargo: Treasure, 2x.
Hull: AC 5, Hardness 7, HP 50.
Deck: AC 5, Hardness 7, HP 25.
Mast: AC 5, Hardness 5, HP 350.
Castles: (if applicable) AC 10, Hardness 5, HP 50.
Weapons: All weapons upgraded to icy burst, and become self-firing, and self-reloading. The ship itself actually becomes a ram, dealing damage as a ram, even though it is nearly incorporeal.
Ship Qualities: Damage Reduction 15/+1 at night.

Ghost ships may appear damaged, with tattered sails and skeletal crews, but this is their appearance just before the demise of the ship's spirit. Some say that the spirit of the ship is its crew, and others say it is a culmination of all the thoughts that have been placed into the ship by its crew. Either way, ghost ships are feared on the high seas, on great lakes, and even on small rivers.

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