Looks: Animated pieces of old ships that.
These usually travel as a party with other ghost ship pieces that collectively make up a complete ship.
Abilities:
You are immune to being frightened, frenzied, charmed, and allured.
You count as an item for the purposes of certain abilities that target them. The relevant abilities are those would apply one of the following properties to a piece of equipment. You take the effect listed below instead. If the ability was magically powered, then any damage dealt is magic in addition to its other types. If the ability was delivered by a weapon, then the damage has all the damage types that that weapon would deal in addition to its other types.
Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
Attribute improvement: This ability sets your INT score to a minimum of -1.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
You have another body part (tail, tentacle, etc.) that can be used as an additional hand. When used to make a hand attack, this body part has the wraparound fighting style.
You resist Disarm, have advantage on the roll made for Catch Item, and gain Missile Reflexes.
Feat save improvement: This ability gives proficiency in MOV feat saves.
Attribute improvement: This ability sets your SNK score to a minimum of 1.
You are immune to being frightened, frenzied, charmed, and allured.
Improvement: Your rope counts as part of your body, it has no minimum strength requirement, and you may attack with it as though it were a weapon.
You count as an item for the purposes of certain abilities that target them. The relevant abilities are those would apply one of the following properties to a piece of equipment. You take the effect listed below instead. If the ability was magically powered, then any damage dealt is magic in addition to its other types. If the ability was delivered by a weapon, then the damage has all the damage types that that weapon would deal in addition to its other types.
- Destroyed: Take 1d10 damage.
- Shattered: Take a hack of your choice.
- Warded: The next self delivery ability you use is warded.
Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
Attribute improvement: This ability sets your INT score to a minimum of -1.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
You have another body part (tail, tentacle, etc.) that can be used as an additional hand. When used to make a hand attack, this body part has the wraparound fighting style.
You resist Disarm, have advantage on the roll made for Catch Item, and gain Missile Reflexes.
Feat save improvement: This ability gives proficiency in MOV feat saves.
Attribute improvement: This ability sets your SNK score to a minimum of 1.
Equipment: