Guide to Undead Creatures II

by Istrinn

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Guide of Undead Creatures II

Greetings, intrepid adventurers and brave explorers of the sea realms. Have you ever wondered what lurks in the depths of the oceans? We shall plunge into the ocean's abyss to discover a myriad of horrors. From the fierce and ravenous Zombie Mariners to the imposing and grotesque Necrofex Colossus that defy all logic, we shall explore each of these creatures in detail. You will learn about their unique abilities, weaknesses, and how to successfully face them in combat.

Cunning is a valuable weapon in a Pirate's arsenal, and within these pages, you shall uncover the tactics and strategies we have perfected over the years. From surprise ambushes on dark maritime nights to the clever use of fog and sea currents, you will know how to employ wit to defeat even the most formidable foes.

Yet, we shall not only face marine creatures; we shall also discover the war beasts that lurk under my command. From the fearsome Scurvy Dogs, ruthless marine hunters, to the Leviathans that emerge from the abyssal depths upon a call, we shall explore the abilities and dangers of these deadly creatures.

This manual is an invaluable tool for those seeking to venture into the sea realms and confront the most fearsome creatures of the Zombie Pirates. With its aid, you shall be prepared to face the horrors of the depths and claim your place as a scholar of beasts, skilled nautical strategist, and, why not, a hunter of sea monsters.

So, prepare yourself to delve into a world of darkness and danger, where death and plunder await around every corner. This manual shall provide you with the knowledge necessary to survive and triumph in the infested waters of the Zombie Pirates. May the dark winds favor you in your valiant journey!

-Virginia Le Mort

Paris

Chapter I

Scurvy Dogs

The Sinister Beasts of the Pirates

The fierce Scurvy Dogs! These vicious and immortal beasts are an indispensable part of the ranks of the Zombie Pirates of the Coast of Vampires. Gathered in rabid packs, the Scurvy Dogs are typically used in their nocturnal raids, instilling terror and chaos in their wake.

Originally, most of these dogs were wild strays that roamed the dirty dens of Sartosa. Unfortunate and abandoned, the drunken pirates took pity on them and brought them aboard their ships as affectionate companions, albeit somewhat smelly. However, over time, the evil influence of the Coast of Vampires has transformed them into much more sinister creatures.

The Scurvy Dogs are kept in a savage state, fueling their ferocity through fights in the ship's pits. These battles usually do not lead them to death or cause serious injuries since their killing abilities are reserved for raids and boardings. Nevertheless, their scar-covered bodies enhance their threatening appearance, making them feared by enemies and allies alike.

Although these creatures are not as affectionate as before, their loyalty to the Zombie Pirates is unquestionable. They are ideal companions for plundering and attacking, as their ferocity and bloodlust are unmatched. A single bite from a Scourge Hound can be enough to unleash a sinister infection upon those unlucky enough to face them.

As reanimated pets, the Scurvy Dogs are much less friendly and much smellier than their living counterparts. Their sinister appearance, with their glowing eyes and sharp fangs, is a constant reminder of their evil nature and insatiable craving for flesh and blood. Their ferocity is unleashed during raids, where they run alongside the undead pirates, sowing chaos and destruction in their path.

If you find yourself facing a Scourge Hound, beware that their bite is not something to underestimate. These beasts are endowed with supernatural strength, and their jaws can tear flesh with ease. Though they may appear to be just dogs, their undead nature makes them immune to many common tactics used to confront wild beasts. It is crucial to stay on guard and attack with determination if you want to survive an encounter with them.


Scurvy Dogs

Undead Monstrosity Medium, Neutral


  • Armor Class 12 (natural armor)
  • Hit Points 39 (6d8+12)
  • Speed 40 feet

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

  • Skills Perception +5, Stealth +4
  • Damage Vulnerabilities Radiant
  • Damage Resistances Piercing, Slashing, Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 120 feet, Passive Perception 15
  • Languages Understands Common, Deep Speech, and Thieves' Cant
  • Challenge 1 (200 XP)

Traits

Spectral Senses The hound has advantage on Wisdom (Perception) checks and saving throws against being blinded, charmed, deafened, frightened, stunned, or unconscious.

Stench Any creature that starts its turn within 5 feet of the crypt horror must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. If the target succeeds on the saving throw, it is immune to the stench for the next 24 hours.


Actions

Multiattack The hound makes two bite attacks.

Poisonous Bite Melee Weapon Attack +4 to hit, reach 5 feet, one target. Hit 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned until the disease is cured. Every 24 hours, the creature must repeat the saving throw, and if it fails, its hit point maximum is reduced by 5 (1d10). This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Chapter II

Undead Crew

Undead of the Depths

Allow me to guide you through the dark and twisted corners of our undead crew, those who form the backbone of our forces on the haunted seas. Under my command, I have assembled the most remarkable undead you could ever imagine – crew members who were once human, condemned to wander for eternity under the curse of undeath. With centuries of experience at sea and an unquenchable thirst for adventure, these supernatural beings form an indomitable force that sails the seven seas in search of wealth and glory.

The undead crew is a terrifying sight to our enemies. From the Zombie Pirate Deckhands, valiant souls from the abyssal depths, to the Zombie Pirate Gunnery, who bring terror from afar with their rusted firearms. Let us not forget the Gunnery Wights, gunpowder commanders whose precision and leadership skills make them a formidable force in any boarding action.

Each member of the undead crew has a story to tell and a thirst for blood to satisfy. The Winds of Magic that blow across the oceans have left their mark on them, infusing them with supernatural ferocity and aggression. These beings charge into battle with inhuman fury, unleashing their brute strength and ability to inflict harm upon their enemies.

Remember, fearless adventurers, the undead crew is just a sample of the might and darkness that reigns in our fleet of the Vampire Coast Pirates. May the winds of magic guide you as you explore these dangerous and haunted seas in search of fortune and glory. Let the curse of the undead be your guide in this unparalleled maritime adventure!

Shared Traits

The three creatures mentioned here share the following traits in addition to those mentioned in their respective blocks:

Deep Walker: Undead crew members can sink to the bottom of any body of water and walk at its depth. They suffer no penalties to their movement or attacks underwater. They are immune to the effects of being underwater at depths greater than 100 feet. To resurface, they must spend half of their movement.

Undead Fortitude: If damage reduces the undead crew members to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. If they succeed, they are reduced to 1 hit point.

Damp Weapons: When making an attack roll, if the result is 3 or less, the weapon becomes jammed, and the undead crew member must make an Intelligence check DC 10 to unjam it. If they fail the check, they can repeat it at the start of each turn.

Crew Link: Members of the crew can share their minds with any other crew member of the same vessel within a 300-foot radius. They can communicate their thoughts and observations instantly and without limitations.

Violent Boarding: When making an initiative roll, except in the seafloor, they can immediately spend their reaction to move towards the nearest enemy creature a number of feet equal to their movement speed. If they end up within 5 feet of the creature, they can make an attack as part of the reaction.

Multiattack: They can make two attacks when taking the Attack action.

Flash of Clarity (1/day): When making an ability check or a saving throw, they can roll a 1d8 and add it to the roll.

Delayed Reactions: The undead crew members cannot make attacks of opportunity unless they prepare them as an action during their turn.

Steal. In combat, the Crewmembers can attempt to steal objects, gold, or other items from their enemies as an additional action by making a Dexterity (Stealth) check DC 20, provided they are flanking the target and the item is not attuned.


Zombie Pirate Deckhand

Undead Medium, Chaotic Evil


  • Armor Class 13 (Pirate Rags)
  • Hit Points 70 (9d8+27)
  • Speed 30 feet

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (-1) 16 (+3)

  • Saving Throws Dex +5, Con +5
  • Skills Intimidation +5, Stealth +5
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 feet, Passive Perception 9
  • Languages Abyssal, Common, Deep Speech, and Thieves' Cant
  • Challenge 4 (1,100 XP)

Traits

Swampland Scout: The sailor has advantage on Dexterity (Stealth) checks to hide in swampy terrain, and moving through such terrain does not count as difficult terrain for it.

Aura of Assassin: While the sailor is in combat and not incapacitated, hostile creatures within 5 feet of it see it as a top priority threat and have disadvantage on attack rolls against creatures other than the sailor.


Actions

Rusty Cutlass Melee Weapon Attack +5 to hit, reach 5 feet, one target. Hit: 8 (1d8+3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or contract "Hilarious Fever".

Rusty Pistol Ranged Weapon Attack +5 to hit, range 30 feet, one target. Hit: 7 (1d6+3) piercing damage.

Valiant Souls of the Abyssal Depths

The Zombie Pirate Deckhands, created from the corpses resting at the bottom of the ocean, are a common sight among the ranks of the Zombie Pirates of the Vampire Coast. Under the curse of necromancy, these valiant yet lost souls are revived by the Arcane Admirals to sail the seas once more.

Adorned with rusted and corroded cutlasses or polearms, the Zombie Pirate Deckhands are both competent crew members and fierce combatants, becoming indispensable assets for pirate raids and boardings. Though lacking finesse and refined skills, their true strength lies in their lack of free will, obediently following the orders of their masters without question. This makes them tireless and brave soldiers, capable of facing their enemies regardless of wounds or unfavorable odds. Their fearlessness and ability to keep fighting even in the direst situations make them a terrifying force on the battlefield.

Despite their apparent lack of mind, the Zombie Pirate Deckhands possess vicious flashes of personality deep within their rotten souls. The Winds of Magic that blow through the world's oceans have left their mark on them, infusing them with supernatural ferocity and aggression. These beings charge into battle with inhuman fury, unleashing their brute strength and ability to inflict harm upon their enemies. So, brave adventurers, prepare yourselves to face these terrifying and resolute valiant souls of the abyssal depths in our high-seas confrontations.

Terror from Afar

Within our undead ranks, the Zombie Pirate Gunnery hold a strategic and fearsome position. These zombies, revived from the corpses lying in the Shipwreck Cemetery, are touched by the powerful magic that permeates the oceanic realm of the Undead, granting them supernatural abilities to handle firearms.

While zombies, in general, are known for their clumsiness and monotony, the Zombie Pirate Gunnery stand out for their ability to wield black powder weapons, adding an element of long-distance danger to naval confrontations. Though their firearms may be worn by time and harsh sea conditions, these zombies find sinister pleasure in unleashing loud and indiscriminate fire upon their enemies.

The Zombie Pirate Gunnery clutch a variety of firearms, such as rifles and muskets, which they once valued in their past lives. The chaotic discharge of their firearms can wreak havoc among enemy crews, sowing chaos and confusion on the ship's deck and weakening the morale of their opponents. Their precision, though unreliable, can become a formidable threat to any adversary that crosses their path.


Zombie Pirate Gunnery

Undead Medium, Chaotic Evil


  • Armor Class 13 (Pirate Rags)
  • Hit Points 70 (9d8+27)
  • Speed 30 feet

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (-1) 16 (+3)

  • Saving Throws Dex +5, Con +5
  • Skills Intimidation +5, Stealth +5
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 feet, Passive Perception 9
  • Languages Abyssal, Common, Deep Speech, and Thieves' Cant
  • Challenge 4 (1,100 XP)

Traits

Black Powder Dealer: After being hit by a fire damage attack, roll a d6. On a result of 1 or 2, the Zombie Pirate Gunnery catches fire, taking 7 (1d12) fire damage instantly and ignoring the Damp Weapons trait. The flames last until extinguished as an action or if they take cold damage. If hit by an area fire damage spell, they catch fire immediately without rolling a d6.


Actions

Blunderbuss Ranged Weapon Attack +5 to hit, range 60 feet, one target. Hit: 10 (2d6+3) piercing damage plus 5 (1d8) fire damage.

Butt Strike Melee Weapon Attack +4 to hit, reach 5 feet, one target. Hit: 6 (1d6+2) bludgeoning damage.

Light the Fuse (only on ships) The gunner reloads and prepares one of the ship's cannons to fire at the beginning of their next turn. Ranged Weapon Attack +5. Hit: 9 (1d10+3) bludgeoning damage, or double if targeting a structure or construct.

Four Pistols (1/day) The gunner carries four flintlock pistols and, with a graceful motion, fires them in rapid succession at a target. The target must make a DC 13 Dexterity saving throw to avoid taking 13 (4d6) piercing damage on a failed save, or half as much on a successful one.


Gunnery Wights

Undead Medium, Chaotic Evil


  • Armor Class 15 (Reinforced Pirate Rags)
  • Hit Points 80 (10d8+30)
  • Speed 30 feet

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Dex +7, Con +6, Int +5
  • Skills Intimidation +6, Stealth +7, Perception +4
  • Damage Immunities Poison
  • Condition Immunities Frightened, Exhaustion, Poisoned
  • Senses Darkvision 60 feet, Passive Perception 14
  • Languages Abyssal, Common, Deep Speech, and Thieves' Cant
  • Challenge 5 (1,800 XP)

Traits

Sharpshooter: The Gunnery Wight does not have disadvantage on ranged attack rolls at long range. Their ranged attacks ignore half and three-quarters cover. They can choose to spend their movement to have -5 to the attack and +10 to the damage before attacking.

Order Attack: When the Gunnery Wight takes the Attack action on their turn, they can forgo one of their attacks and use an additional action to order one of their allies to attack. That creature can use their reaction immediately to make a weapon attack.


Actions

Rusty Cutlass Melee Weapon Attack +7 to hit, reach 5 feet, one target. Hit: 9 (1d8+4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or contract "Hilarious Fever".

Musket Ranged Weapon Attack +7 to hit, range 120 feet, one target. Hit: 11 (1d12+4) piercing damage plus 6 (1d10) fire damage.

Pepperbox Ranged Weapon Attack +7 to hit, range 10/40 feet, one target. Hit: 11 (1d12+4) bludgeoning damage plus 5 (1d8) fire damage. After 6 shots, the weapon is discharged, and you must spend your turn reloading it.

Unload Pepperbox (Recharge 6) Use your action to make one attack against all creatures in a 40-foot area, be they allies or enemies. You must make an attack roll for each creature in the area. The first creature successfully hit is stunned until the start of its next turn. After this first shot, all subsequent shots have disadvantage.

Powder Commanders

The Gunnery Wights are the result of a unique phenomenon in the realm of the undead. While many reanimated minions struggle to use firearms effectively due to their inherent clumsiness, some individuals excelled in the use of these weapons during their mortal life. The dark magic flowing through the oceans and the Cemetery of Galleons channels into them, resulting in the Gunnery Wights being revived with their skill and knowledge intact, ready to serve as commanders in the fleets of the Zombie Pirates.

Most Gunnery Wights were skilled and experienced mercenaries, hailing from diverse regions such as the Empire, Kislev, and the lands of the Border Princes. These resurrected deck commanders possess fierce determination and leadership, organizing the undead hordes more efficiently and deploying them with greater effectiveness in assaults and boardings.

The precision of their shots and their ability to coordinate lethal attacks make the Gunnery Wights formidable foes on the battlefield. Be prepared to face these powder masters and expert snipers, who lead our undead forces with skill and efficiency on the dangerous seas in search of fortune and glory.

Chapter III

Vampire Captain

Masters of Darkness on the Seas

The Vampire Captains are an elite group within the Zombie Pirates of the Vampire Coast. These powerful undead leaders, often former sailors or adventurers turned into vampires, command their own vessels within the fleets of the Zombie Pirates. Endowed with cursed immortality and supernatural abilities, the Vampire Captains are feared and respected on the seas, both by their followers and their enemies.

The figure of the Fleet Vampire Captain is one of the fundamental pillars of the fearsome and deadly fleets of the Zombie Pirates. These powerful vampires are not only expert undead fighters but also masters of Dark Magic and necromancy, capable of inflicting damage upon their enemies and regenerating their undead minions. Their presence on the battlefield is feared, and their cunning and skill make them exceptional leaders.

Although they work closely with the Vampire Admirals, the Fleet Captains are independent and have no direct subordinates. They are driven by the same basic impulses that dominate all vampires: the thirst for blood and the desire for dominion over the living. Their immortality has granted them vast experience and superior abilities, making them formidable adversaries both in close combat and in the use of magic.

Amidst the chaos of battle, the Vampire Captains are the first to plunge into the fray. Armed with their primary weapon, the cursed sword, they advance towards the enemy in search of opponents worthy of a duel. The sound of their swords resonating in the air creates an aura of terror and desperation among the enemy ranks. They know that the death of a leader can undermine the morale and determination of an entire enemy crew, so their main goal is to eliminate the enemy captain and leave their crew defenseless.

But the Vampire Captains are not limited to their combat skills alone. Thanks to their mastery of Dark Magic and necromancy, they can cast powerful spells and curses upon their enemies. They use these magical abilities to weaken and decimate enemy ranks, as well as to regenerate their undead minions, ensuring that the battle is always tilted in their favor.

Vampire Vessels

The ships of the Vampire Captains and Admirals are authentic floating nightmares, feared and respected in the seven seas.

These vessels reflect their connection to death and darkness. Black sails flutter in the wind, as if they were the wings of infernal bats. The prows are adorned with figures of skeletons and sea monsters, evoking fear and superstition in those who see them approaching. The wood of the hulls, blackened by the passage of time and battles, seems to be infused with an evil essence.

They are equipped with cannons, harpoons, and, in some rare cases, a miniature Queen Bess, although this is neither a common nor standard feature, and some captains choose to carry this powerful siege weapon on board. The Queen Bess is a giant multi-barreled cannon, famous for its ability to wreak havoc on enemy defenses and destroy vessels with a single shot.

Regional Effects

The region surrounding the ship of a Vampire Captain is altered by the unnatural presence of the creature, causing any of the following effects:

  • The population of sharks, blood hawks, and stirges significantly increases in the region.

  • The marine flora within a radius of 500 feet from the ship withers and decays.

  • Shadows cast within 500 feet of the ship appear abnormally gaunt and sometimes move as if they were alive.

  • A creeping fog clings to the ground within a radius of 500 feet of the ship occasionally, and the fog takes on eerie shapes, such as twisted claws and serpents.

If the Vampire Captain is destroyed, these effects end after 2d6 days.



Vampire Captain

Undead (Vampire) Medium, Any Alignment


  • Armor Class 16 (Captain's Attire)
  • Hit Points 160 (19d8+76)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Damage Resistances Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison, Cold, Necrotic
  • Condition Immunities Exhaustion, Poisoned, Charmed, Frightened
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Abyssal, Common, Deep Speech, Thieves' Cant, Infernal
  • Challenge 15 (13,000 XP)

Traits

Life Drain. The captain's melee attacks deal an extra 13 (4d6) necrotic damage, and he regains hit points equal to the damage dealt.

Rejuvenation. At the start of his turn, the captain regains 20 hit points if he has at least 1 hit point and isn't in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.

Vampire Weaknesses. The captain is not a conventional vampire and only retains the following vampire weaknesses: Prohibition and Stake to the Heart.

Floating Lair. The cursed galleon of the captain is considered a monster's lair.

Spellcasting The vampire captain is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to spell attacks). He has the following spells:

  • Cantrips (at will): Chill Touch, Ray of Frost

  • 1st Level (4 slots): Create or Destroy Water, Detect Magic, Shield, Ray of Sickness

  • 2nd Level (3 slots): Blindness/Deafness, Hold Person, See Invisibility, Shatter

  • 3rd Level (3 slots): Animate Dead, Counterspell, Lightning Bolt

  • 4th Level (3 slots): Blight, Improved Invisibility, Control Water, Evard's Black Tentacles

  • 5th Level (2 slots): Dominate Person, Hold Monster, Control Winds, Cone of Cold


Actions

Multiattack The captain makes two attacks, only one of which can be a bite attack.

Cursed Sword Melee Weapon Attack +9 to hit, reach 5 ft., one target. Hit 17 (4d6+4) slashing damage. If he scores a critical hit, the captain can choose to grapple the target (Escape DC 17).

Double-Barreled Pistol Ranged Weapon Attack +5 to hit, range 30 ft., one target. Hit 7 (2d8+4) piercing damage.

Bite Melee Weapon Attack +9 to hit, reach 5 ft., one willing creature or one creature that is grappled by the vampire, incapacitated, or restrained. Hit 7 (1d6+4) piercing damage. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.


Legendary Actions

The captain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The captain regains spent legendary actions at the start of his turn.

Attack. The captain makes an attack with his weapons or uses his bite against a target.

Move. The captain moves up to his speed without provoking opportunity attacks.

Cast a Spell (Costs 2 Actions) The vampire captain casts a spell of 3rd level or lower without expending a spell slot.

Channel Negative Energy (Costs 2 Actions) The vampire captain magically releases negative energy. Creatures within 60 feet of the vampire, including those behind barriers or corners, can't regain hit points until the start of the vampire's next turn.



Cursed Galleon

Gargantuan Construct (100 feet by 20 feet)


  • Crew Capacity 60 crew members, 20 passengers
  • Cargo Capacity 150 tons
  • Armor Class 18
  • Hit Points 600

STR DEX CON INT WIS CHA
28 (+10) 8 (-1) 28 (+10) 0 0 0

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
  • Languages All that the captain speaks, according to the captain (only communicates with him)
  • Challenge Rating --------

Actions

On its turn, the ship can take 3 actions, chosen from the following options. It can take only 2 actions if it has fewer than twenty crew members and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew members.

Fire Smashers The ship can fire its cannons.

Fire Harpoons It fires a four-pronged harpoon to grapple the target ship.

Fire Queen Bess It fires this powerful multiple-cannon.

Move The ship can use its rudder to move using its sails.


Control: Rudder

  • Armor Class 18
  • Hit Points 50

It moves at the speed of one of the ship's sails, with a 90-degree turn. If the rudder is destroyed, the ship can't turn again until it is repaired.


Movement: Sails

  • Armor Class 12
  • Hit Points 120; -5 feet of movement for every 20 damage taken
  • Movement (Water) 45 feet; 15 feet sailing against the wind; 90 feet sailing with the wind

Attack: Smasher

  • Armor Class 19
  • Hit Points 50
  • Ranged Weapon Attack: +0, 120/240 ft., one target. Hit: 41 (8d10) bludgeoning damage. For each target within 120 ft. of the range, add +1 to the attack roll, with a maximum of +4 when within 30 ft. or less, and subtract -1 for every 30 ft. beyond the maximum range, up to a maximum penalty of -4.

Attack: Harpoons

  • Armor Class 15
  • Hit Points 50
  • Ranged Weapon Attack: +3, 30/40 ft., one target. Hit: 16 (3d10) piercing damage. Any target within 20 ft. is immediately grappled.

Attack: Queen Bess

  • Armor Class 23
  • Hit Points 50
  • Ranged Weapon Attack: +5, Range 600/2400 ft. (cannot hit targets within a 60-ft. radius), one target. Hit: 81 (8d20) bludgeoning damage. After firing Queen Bess, it must roll a 1d20; on an 18-20, it can fire it again.

Lair Actions

Strangling Ropes (AC and HP: Same as Sails) Melee or Ranged Weapon Attack: +10 to hit, reach 30 ft., one creature. Hit 23 (3d8+10) bludgeoning damage, and the target is grappled (Escape DC 19). While grappled, the creature is restrained. The galleon has 6 strangling ropes, each of which can grapple one target.

Throw A Large or smaller target held or grappled by the galleon is thrown up to 60 feet in a random direction and knocked prone. If the target hits a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet traveled. If the target is thrown into another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Chapter IV

Rotting Leviathan

Necrophagic Horrors of the Oceans

There are many colossal and marvelous creatures in the seas of the Old World. From the Sea Dragons and the Kraken of the Great Ocean, to the crab-like Prometheans off the coast of Lustria, the wealth of the sea is as varied as that of terrestrial life. The Rotting Leviathans are monstrous versions of these marine creatures.

These grotesque abominations are actually giant corpses of marine creatures that have been reanimated and corrupted with dark necromantic magic. The Rotting Leviathans are a horrifying sight for any unsuspecting sailor, with their decomposing skin, putrefied flesh, and exposed bones. These monsters are as large as the ships themselves, with twisted tentacles or sharp fangs that can shatter ship hulls and rip sailors off decks. Their shells are deformed and corroded, showing signs of decay and putrefaction. Their claws are sharp as blades and covered in a toxic miasma that can corrode even the most resistant steel.

Armament and Siege Power

The Rotting Leviathans are as formidable as siege weapons and are used to attack and destroy enemy ships. Their powerful jaws and claws can crush the hull of any vessel, leaving their opponents with little chance of survival. Additionally, on more than one occasion, some of these colossal creatures have been seen carrying one or more smashers on their backs, significantly increasing their level of threat both at sea and on land.



Rotting Leviathan

Undead Gargantuan (20 by 20 feet), Chaotic Evil


  • Armor Class 20 (natural armor)
  • Hit Points 152 (10d20+50)
  • Speed 30 feet, Swim 65 feet

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 20 (+5) 3 (-4) 10 (0) 6 (-2)

  • Saving Throws Dex +5, Con +8, Str +9
  • Damage Resistances Cold, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Blindsight 10 feet, Vibration Sense 120 feet, Passive Perception 10
  • Languages Understands Deep Speech
  • Challenge Rating 7 (2,900 XP)

Traits

One with the Shipwrecks When the Rotting Leviathan is not moving, it resembles just another stranded ship. Only with a DC 25 Wisdom (Perception) check can it be distinguished.

Vigilant The Rotting Leviathan can't be surprised.

Siege Beast It deals double damage to objects and structures.

Half-Ship For spell and magical effects, it is considered a construct, and for naval battles, it is considered a ship with the following characteristics:

Capacity 10 crew members

Cargo Capacity 50 tons

Embedded Cannons The Rotting Leviathan has 4 smashers on its back, but they must be operated by someone to be fired.


Actions

Multiattack The Rotting Leviathan makes two attacks with its pincers.

Pincers Melee Weapon Attack +9 to hit, reach 5 feet, one target. Hit 19 (2d12+6) bludgeoning damage

Poisonous Vapor (Recharge 5-6) The Rotting Leviathan exhales poisonous vapor in a 60-foot cone. Every creature within that area must make a DC 16 Constitution saving throw; on a failure, they take 25 (8d6) poison damage and are poisoned until the start of the Rotting Leviathan's next turn, on a success, they take half damage and are not poisoned. Being behind full cover reduces the damage by half. Additionally, for 1d6 rounds, a pool of poison remains in the area, dealing 4 (2d6) damage to anyone standing on it.

Cannons (Requires Operation)

  • Armor Class 19
  • Hit Points 50
  • Ranged Weapon Attack: +0, 120/240 feet, one target. Hit: 41 (4d10) bludgeoning damage. For each target within 120 feet, a +1 is added to the attack roll, up to a maximum of +4 when the target is within 30 feet, and a -1 for each 30 feet beyond the maximum range, up to a maximum penalty of -4.

Chapter V

Depth Guard

Vampiric Guardians of the Sea

The Depth Guard are the fearsome elite core of the Pirates of the Vampire Coast. These nocturnal creatures, clad in ancient and mysterious vampiric armor, embody the terror that the dominion of the undead instills in the oceans of the world. As close guardians of the Vampire Captains and Admirals, the Depth Guard protect and serve their masters in the dark and deadly waters.

Unlike most undead crew members, the Depth Guard are not recruited from those who perished at sea; rather, they are carefully selected warriors who have received the sinister Blood Kiss. They are unyielding to pain and fatigue. Their undead nature allows them to withstand blows and injuries that would stop any living being. Endowed with superhuman strength and endurance, they advance with unwavering determination towards their enemies, knowing no fear or surrender.

In addition to their immortality, the Depth Guard possess the ability to regenerate, allowing them to heal wounds amidst the fray. This astonishing ability not only makes them formidable on the battlefield but also turns them into an inexhaustible source of power for the Vampire Captains and Admirals who lead them.

Clad in ancient and resilient vampiric armor, the Depth Guard become impenetrable fortresses in the heat of naval battle. Their armor protects them from enemy attacks, rendering them an almost invulnerable defensive force on the decks of pirate warships.



Depth Guard

Undead (Vampire) Medium, Lawful Evil


  • Armor Class 20 (magical plate armor)
  • Hit Points 140 (17d8+68)
  • Speed 40 ft, Swim 40 ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

  • Saving Throws Dex +6, Wis +7, Cha +9
  • Skills Perception +7
  • Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from non-magical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 120 ft, Passive Perception 17
  • Languages Abyssal, Common, Deep Speech, Thieves' Cant, Infernal
  • Challenge 13 (10,000 XP)

Traits

Life Drain. The Depth Guard's melee attacks deal an extra 10 (3d6) necrotic damage, and it regains the same amount of hit points.

Command Undead. Unless the Depth Guard is incapacitated, it and undead within 30 feet have advantage on saving throws against effects that turn undead.

Rejuvenation. The Depth Guard regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.

Vampire Weaknesses. The Depth Guard has the following weaknesses: Damaged by Holy Water, Stake, Hypersensitivity to Sunlight.


Actions

Multiattack The Depth Guard makes two attacks, only one of which can be a bite attack.

Halberd Melee Weapon Attack +9 to hit, reach 10 ft, one target. Hit 10 (1d10+4) slashing damage.

Bite Melee Weapon Attack +9 to hit, reach 5 ft, one willing creature or one creature grappled by the vampire, incapacitated, or restrained. Hit 7 (1d6+4) piercing damage. The target's maximum hit points are reduced by the amount of damage taken, and it dies if this effect reduces its maximum hit points to 0. A humanoid slain in this way and buried in the ground rises the following night as a vampire spawn under the Depth Guard's control.

Capítulo VI

Necrofex Colossus

Monstrosities of Death

The Necrofex Colossus, also known as Necrofex Incabula Macros, are terrifying and grotesque creatures that arise from the dark rituals of necromancy. These monstrosities are the result of the combination of decomposing flesh, rotting wood, and other waste used to shape gigantic humanoid figures, capable of sowing chaos and destruction in the seas of the world.

They have a creepy and monstrous appearance. Built upon frames of wood, iron, or bone, these torn and putrefied giants are composed of dozens or even hundreds of corpses joined and molded to form their grotesque figure. Each of these Necrofex Colossus is an amalgamation of decomposing flesh that instills fear and horror in those who dare to face it.

The creation of one of these involves dark and blasphemous rituals. Living human heads are bound and sewn onto the headless bodies of the Necrofex Colossus, acting as living sacrifices whose souls act as a focus for necromantic magic. The success of these rituals ensures that the Necrofex Colossus have their own will and dark appetites, turning them into bloodthirsty and powerful beings.

Among the most well-known Necrofex Colossus is Infanta Leanora Navrre, nicknamed "Daughter of Darkness." After being banished and pursued for her terrible crimes, she bonded with a Necrofex Colossus and terrorized her former domains for over a century, becoming a demonic figure of the night.

Those who face these Necrofex Colossus find themselves in a dark and sinister fate, where death lurks in every shadow and destruction looms in every movement. Only the brave or the foolish would dare to face them in combat, defying death itself in a desperate struggle for survival.



Necrofex Colossus

Gargantuan Construct, Evil Neutral


  • Crew Capacity 10
  • Cargo Capacity 200 tons
  • Armor Class 18 (Natural Armor)
  • Hit Points 360 (20d20+160)
  • Speed 40 feet

STR DEX CON INT WIS CHA
28 (+8) 6 (-2) 28 (+8) 8 (-1) 9 (-1) 8 (-2)

  • Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison, Psychic, Necrotic, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
  • Senses Blindsight 120 feet, Passive Perception 9
  • Languages Understands the languages of its creator, but can't speak
  • Challenge Rating 16 (15,000 XP)

Traits

Freedom of Movement. The Necrofex Colossus ignores any difficult terrain and magical effects that would restrict or reduce its movement.

Deep Navigator. The Necrofex Colossus cannot swim and sinks to the bottom of any body of water. It suffers no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 300 feet.

Absorb Cold When the Necrofex Colossus is exposed to Cold damage, instead of taking damage, it regains hit points equal to the Cold damage dealt.

Siege Monster The Necrofex Colossus deals double damage to objects and structures.

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

Legendary Resistances (3/day) If the Necrofex Colossus fails a saving throw, it can choose to succeed instead.


Actions

Multiattack The Necrofex Colossus can make three attacks: one with its cannon and two with its claw.

Cannon Ranged Weapon Attack: +4 to hit, range 120/240 ft., one target. Hit: 39 (8d10-2) bludgeoning damage.

Claw Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8+8) slashing damage. When the Necrofex Colossus scores a critical hit, it can choose to grapple the target instead (escape DC 18).

Throw The Necrofex Colossus hurls a Large or smaller creature it is grappling or holding up to 60 feet in a random direction and knocks it prone.

Capítulo VII

Mournguls

Wandering Horrors from Beyond

Mournguls are eerie and terrifying specters, considered neither living nor dead. Stories are told of these abominations lurking in the night, mysterious whispers surrounding them as they wander through darkness. These ambulatory nightmares are a sight that would chill the blood even of the bravest warriors, and their mere presence instills terror in the hearts of those who dare to face them.

The origin of Mournguls is uncertain and shrouded in mystery. They are believed to be twisted and corrupted souls that resist leaving this world and have been forced into servitude by those with adequate necromantic knowledge. They are unique beings, difficult to control and subject to the will of the living. However, some dark sorcerers have managed to create powerful binding scrolls to exert some control over these wandering horrors.

Mournguls lack a stable and concrete physical form, as their tortured and twisted souls manifest chaotically in their bodies. They resemble monstrous, thin shadows of cold flesh and frost-cracked bones. Their mouths hang open, revealing sharp teeth, and their disfigured bodies contort in inhuman proportions. They emit an ominous and sinister presence that makes the living tremble in terror at their sight.

In battle, Mournguls are formidable adversaries. They stealthily glide through enemy ranks, emerging from the darkness to unleash their fury. Their mere presence is enough to sow panic and desperation among their opponents, weakening their morale and resilience. Their spectral nature allows them to effortlessly pass through enemy lines, making them stealthy and deadly assailants.



Mourngul

Undead Large, Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 92 (10d12+32)
  • Speed 30 ft (hover)

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 7 (-2)

  • Skills Stealth +6, Perception +4
  • Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Slashing, and Piercing from nonmagical attacks
  • Damage Immunities Poison, Thunder
  • Condition Immunities Frightened, Charmed, Poisoned
  • Senses Darkvision 120 ft, Passive Perception 14
  • Languages Abyssal, Common, Deep Speech
  • Challenge 6 (2,300 XP)

Traits

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

Swift Hunter. When the Mourngul uses its action to dash, it can move triple its movement speed.

Terrifying Gaze. If a creature that can see the Mourngul's eyes starts its turn within 30 feet of it, and the Mourngul isn't incapacitated and can see the creature, the Mourngul can force the creature to make a DC 15 Constitution saving throw. If the creature fails by 5 or more and isn't immune to being frightened, the creature's hit points are reduced to 0. If it fails by less than 5, the creature takes 16 (3d10) psychic damage. If the creature isn't surprised, it can avert its eyes to avoid making the saving throw at the start of its turn. If it does so, it has disadvantage on attack rolls against the Mourngul until the start of its next turn. However, if the creature looks at the Mourngul in the meantime, it must immediately make the saving throw.


Actions

Multiattack. The Mourngul can make two attacks with its claws.

Claws Melee Weapon Attack +5 to hit, reach 10 ft, one target. Hit 6 (1d6+2) slashing damage plus 9 (2d8) necrotic damage.

Life Drain. The Mourngul targets one creature it can see within 120 feet. The target must succeed on a DC 15 Constitution saving throw, taking 17 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The Mourngul regains hit points equal to half the damage it deals with this action.


With a final sigh of the dark sea breeze, we conclude this fascinating odyssey through the shadows of Warhammer Fantasy, and in particular, the terrifying world of the Zombie Pirates of the Vampire Coast. We hope that this guide has been a beacon of knowledge amidst the vast darkness that shrouds these undead creatures. However, the vast universe of Warhammer Fantasy still awaits those brave enough to venture beyond these pages; the limits of your imagination are the only horizon for your future stories and adventures in the eternal night of the undead existence.

From the deepest depths of my decomposed soul, I thank you for your company on this journey and time; I hope you have enjoyed it as much as I have enjoyed writing it. The thirst for adventure and the passion for learning more are fuels that keep the spirit of any storyteller and player alive.

May the shadows always embrace you, and may the dice never fail you in each of your future journeys. May your tales of horror and wonder be told in the deepest corners of the world!

Until the tide of eternity reunites us once more!

-Istrinn

Credits

Sources

Spanish Version

June, 2023

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