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Template:CreatureGhostShip

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Revision as of 09:53, 7 February 2026 by Gpe (talk | contribs)
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 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 3
 Attributes: INT-2STR0MOV0SNK0PER0
 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: 
 Duration: Always active.

You are immune to being frightened, frenzied, charmed, and allured.
Improvement: Your [[:Equipment:|]] counts as part of your body, it has no minimum strength requirement, and you may attack with it as though it were a weapon.
 Duration: Always active.

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. For any other passive properties, that the equipment may gain, your body parts gain those properties. Additionally, any natural AV you may have counts as armor for these purposes.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
 Duration: Always active.

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).
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of 0.
 Duration: Always active.

You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
 Duration: Always active.

Healing can be used to damage you. If the creature providing you healing specifies that they are doing so "for damage" then you roll your largest hit die and take that much holy magic damage instead of the normal healing effect. This does not consume any of your hit dice.