Sunken Ferry
Large undead, neutral evil
It still runs its crossing, after a fashion, gliding an inch under the surface with lanterns lit green. Passengers who step aboard for the shortcut find the deck soft underfoot and the far bank no closer than before.
Armor Class 13 (waterlogged hull)
Hit Points 110 (13d10 + 39)
Speed 0 ft., swim 30 ft.
- STR
- 15 (+2)
- DEX
- 5 (-3)
- CON
- 16 (+3)
- INT
- 6 (-2)
- WIS
- 10 (+0)
- CHA
- 14 (+2)
Saving Throws Str +4
Damage Resistances necrotic
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 10
Languages understands Common but cannot speak
Challenge 3
Traits
Entrapping Deck. A creature that boards the ferry or starts its turn on its deck is grappled (escape DC 13) as planks shift and ropes tighten. While grappled, the creature moves with the ferry.
False Crossing. While motionless and submerged, the ferry is indistinguishable from a sunken wreck.
Actions
Multiattack. The ferry makes two hull slam attacks.
Hull Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
Foghorn Wail (Recharge 5–6). Each creature within 30 feet that can hear the ferry must succeed on a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much on a successful one.





