Death Barque

Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation.

Bone Colossuses. In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the bone colossus, an undead creature big and powerful enough to serve as a rallying point for undead legions in battle.

Death Barques. The death barque is built in the form of a ship to combat the dangers of the seas and to spearhead naval confrontations of undead nations. Its body is constructed from hardened purple worm hides stretched taut over the ribcage of a giant subterranean shark. Its figurehead was once a gypsosphinx while its tail belonged to a cave dragon. Death barques typically carry a dozen zombies armed with glaives and chained to the barque’s deck with hooks through their flesh to prevent them becoming lost overboard. But it’s the death barque itself that is the true threat. Its sphinxlike figurehead is capable of breathing a deadly cone of necrotic energy, and its spiked tail can launch explosive bone shards at its enemies.

Undead Nature. Necrotech doesn’t require air, food, drink, or sleep.

Death Barque

Gargantuan undead, neutral evil
Armor Class 17 (natural armor)
Hit Points 198 (12d20 + 72)
Speed 0 ft., swim 50 ft.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 23 (+6) 8 (–2) 14 (+2) 12 (+1)

Saving Throws Dex +8, Con +10, Wis +6
Skills Perception +6, Stealth +7
Damage Resistances psychic
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Darakhul, Deep Speech
Challenge 12 (8,400 XP)

Immutable Form. The death barque is immune to any spell or effect that would alter its form.

Magic Resistance. The death barque has advantage on saving throws against spells and other magical effects.

Siege Monster. The death barque deals double damage to objects and structures.

Turn Resistance. The death barque has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The death barque makes three attacks: one with its bite and two with its tail smash.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Tail Smash. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.

Shrapnel Burst. The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Necrotic Breath (Recharge 5-6). The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

This wiki is not published, endorsed, or specifically approved by Kobold Press.
Content covered under the Open Game License 1.0a