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<blockquote data-quote="Voadam" data-source="post: 9022772" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/351134/Sea-Monsters-5E?affiliate_id=17596" target="_blank">Sea Monsters (5E)</a></p><p>5e</p><p><strong>Bone Ship:</strong> Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures, bone ships hunt the seas without mercy, destroying ships and slaying the living wherever they are encountered. </p><p>The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims’ souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean’s bottom before rising to the surface to take vengeance on the living. No matter how they’re created, bone ships retain jumbled memories of the previous lives of the souls bound to them—though all bone ships attack any creatures they encounter, each ship’s unique origin and collection of souls burns a particular objective into its very nature. A bone ship created by an evil god might target ships bearing the flags of an opposing faith or enemy of that god, while a bone ship created in a ritual is ingrained with a specific purpose that forces it to enact its creator’s will. Certain bone ships viciously target ships from one or more nations, either those from the dead sailors’ former nation if they seek revenge, or those from a rival nation the sailors hated in life. </p><p>The souls of numerous sailors and sea creatures form the bone ship’s collective consciousness and hull. </p><p><strong>Draugr:</strong> These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. </p><p>Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of hit points equal to twice the humanoid’s Hit Dice. </p><p><strong>Draugr Captain:</strong> ?</p><p><strong>Draugr Crewmember:</strong> ?</p><p><strong>Draugr NPC:</strong> ?</p><p><strong>Duppy, Spirit of a Cruel Brutal Sailor Who Died By Violence on Land Away From His Ship and Crew and Thus Was Unable to Receive a Proper Burial at Sea:</strong> A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. </p><p>Some tales claim that duppies arise near the treasures they buried while they were still alive, and ambitious sailors who buy into these stories might attempt to capture a duppy. </p><p><strong>Globster:</strong> For a time, sages believed globsters were undead—that they were simply undulating wads of rotting flesh animated with a drive to feed. </p><p><strong>Sea Bonze:</strong> Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity. </p><p><strong>Bone Ship, Hulking Undead Monstrosity:</strong> ?</p><p><strong>Draugr, Barnacle-Encrusted Walking Corpse, Foul Being, Corpse, Animated Corpse:</strong> ?</p><p><strong>Draugr, Undead Pirate:</strong> ?</p><p><strong>Duppy, Spectral Being, Ghostly Monster, Horror:</strong> ?</p><p><strong>Globster, Undulating Wad of Rotting Flesh:</strong> ?</p><p><strong>Sea Bonze, Mammoth Ship-Wrecker, Angry Spirit, Enormous Monster:</strong> ?</p><p><strong>Undead Aquatic Abductor:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Standard Flying Will-o'-Wisp:</strong> It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o’-wisps rather than will-o’-the-deeps. </p><p><strong>Will-o'-Wisp Will-o'-the-Deep:</strong> ?</p><p><strong>Zombie:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 9022772, member: 2209"] [URL=https://www.drivethrurpg.com/product/351134/Sea-Monsters-5E?affiliate_id=17596]Sea Monsters (5E)[/URL] 5e [b]Bone Ship:[/b] Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures, bone ships hunt the seas without mercy, destroying ships and slaying the living wherever they are encountered. The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims’ souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean’s bottom before rising to the surface to take vengeance on the living. No matter how they’re created, bone ships retain jumbled memories of the previous lives of the souls bound to them—though all bone ships attack any creatures they encounter, each ship’s unique origin and collection of souls burns a particular objective into its very nature. A bone ship created by an evil god might target ships bearing the flags of an opposing faith or enemy of that god, while a bone ship created in a ritual is ingrained with a specific purpose that forces it to enact its creator’s will. Certain bone ships viciously target ships from one or more nations, either those from the dead sailors’ former nation if they seek revenge, or those from a rival nation the sailors hated in life. The souls of numerous sailors and sea creatures form the bone ship’s collective consciousness and hull. [b]Draugr:[/b] These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of hit points equal to twice the humanoid’s Hit Dice. [b]Draugr Captain:[/b] ? [b]Draugr Crewmember:[/b] ? [b]Draugr NPC:[/b] ? [b]Duppy, Spirit of a Cruel Brutal Sailor Who Died By Violence on Land Away From His Ship and Crew and Thus Was Unable to Receive a Proper Burial at Sea:[/b] A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea. Some tales claim that duppies arise near the treasures they buried while they were still alive, and ambitious sailors who buy into these stories might attempt to capture a duppy. [b]Globster:[/b] For a time, sages believed globsters were undead—that they were simply undulating wads of rotting flesh animated with a drive to feed. [b]Sea Bonze:[/b] Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity. [b]Bone Ship, Hulking Undead Monstrosity:[/b] ? [b]Draugr, Barnacle-Encrusted Walking Corpse, Foul Being, Corpse, Animated Corpse:[/b] ? [b]Draugr, Undead Pirate:[/b] ? [b]Duppy, Spectral Being, Ghostly Monster, Horror:[/b] ? [b]Globster, Undulating Wad of Rotting Flesh:[/b] ? [b]Sea Bonze, Mammoth Ship-Wrecker, Angry Spirit, Enormous Monster:[/b] ? [b]Undead Aquatic Abductor:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Ghoul:[/b] ? [b]Standard Flying Will-o'-Wisp:[/b] It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o’-wisps rather than will-o’-the-deeps. [b]Will-o'-Wisp Will-o'-the-Deep:[/b] ? [b]Zombie:[/b] ? [/QUOTE]
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