Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
The ship animates skeletal crew members out of its own bones, arming them with rusty old cutlasses or other armaments so they can attack anyone who comes next to the ship. These entities have appearances matching those the bound souls had in life but aren't truly individuals; anything that targets them in fact targets the bone ship they're a part of.
Ability
Blood Wake
4 status penalty to Athletics checks to Swim.
Ability
Cannonade
The bone ship makes four bone cannon Strikes, each targeting a different creature.
Ability
Chain Shot
The bone ship makes a special bone cannon Strike, firing a chain made of bones. A creature hit by this Strike is grabbed by the chain (Escape DC 41). The bone ship can use Interact actions to reel in a grabbed creature 50 feet per action spent, and when the ship moves, it pulls the grabbed creature along with it.
Ability
Crew's Call
(divine) The crew let out an anguished cry in unison. This is a wail of the banshee spell with 100-foot emanation (DC 39). In addition, any creature within 5 feet of the ship is grabbed by the crew. The ship can't use Crew's Call again for 1d4+1 rounds.
Ability
Keelhaul
As Trample (Huge or smaller, hull, DC 43), but the bone ship Swims up to double its swim Speed instead of Striding, and each creature that fails its save is also dragged under the ship. The GM places each creature dragged along in an underwater space adjacent to the bone ship at the end of the ship's movement.
Ability
Pressgang Soul
(divine) The bone ship casts bind soul. The target must have died due to the bone ship's assault or from drowning. The creature's soul becomes part of the ghostly crew. A new soul gem grows on the ship, and the bone ship is quickened for 1 minute. It can use the extra action only to Strike or Swim.
Ability
Skeleton Crew
(divine, evil, necromancy) The bone ship is compelled not by a single mind, but by the collective consciousness of dead sailors' souls. The ship is immune to mental effects that target only a specific number of creatures. It's still subject to mental effects that affect all creatures in an area. Any creature that tries to communicate with the ship via telepathy or read its thoughts hears the dying screams and gasps of the crew, and is targeted with a 9th-level warp mind spell (DC 41).
Ability
Trawl for Bones
(downtime) The bone ship spends 1 day scavenging bones from the sea and restores itself to full Hit Points.
Offense
Melee
Circumstance: combat round (melee)
hull +35 [+30/+25] (reach 20 feet), Damage 3d10+17 bludgeoning plus 2d10 negative
Offense
Ranged
Circumstance: combat round (ranged)
bone cannon +35 [+30/+25] (brutal, divine, negative, range increment 100 feet), Damage 2d12+12 bludgeoning damage plus 2d10 negative
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
skeleton crew
unconscious
Language
(can't speak any language)
Common
Necril
Perception
darkvision
Resistance
cold 10
electricity 10
fire 10
piercing 10
slashing 10