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Sunken Ferry

Large undead, neutral evil

AC
13
HP
110
Speed
0
CR
3

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 Attack Roll: +4, reach 5 ft. 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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022