Sunday, March 17, 2024

New Monster: Dirge Pirate

Dirge Pirate
Armor Class:  5
Hit Dice:  3+3***
Move:  120' (40')
Attacks:  1 sword
Damage:  1d8 
No. Appearing:  0 (5d6)
Save As:  F3
Morale:  8
Treasure Type:  H
Intelligence:  11
Alignment:  Chaotic
XP Value:  125

      Monster Type:  Undead (Very Rare).
    There are rumors along the eastern coast of Antediluvia of ghost ships whose crews ply the waters of the ocean to seek revenge on the living. Multiple tales tell of their origin and no one can be certain which of them is the true story. Pirates who operate out of the City of the Slave-Kings are especially fearful of attacks by these ghost ships, and often take holy men with them on their voyages to do whatever they can to defend against them.
    In fact, Dirge Pirates are not just rumor - they are quite real. They appear much as they did in life, depending on the historical period and culture from which they arose, but at night they're surrounded by a sickly green luminescence and are clearly unnatural.
    In combat, they have several abilities outside of combat they rely on, including the ability to summon rats. These rats are also ghostly, but statistically they are identical to giant rats. Dirge Pirates can summon 1d4 rats every 1d4 rounds.
    Just seeing a Dirge Pirate is terrifying, and when characters see a group of Dirge Pirates for the first time in a 24 hour period, a saving throw vs. Rod/Staff/Spell must be made successfully or the character is panicked with fear for 1d3 rounds, and can take no offensive actions. He can only flee or stand still.
    Being struck by a Dirge Pirate's weapon or unarmed strike carries a chance the victim contracts a horrible supernatural disease. A save vs. Death Ray/Poison must be attempted each time a living creature is struck, at a -2 penalty, and failure means the disease takes hold in 1d6 days. Once the disease has taken hold, the infected character will instantly know where the Dirge Pirate ship is located if it still exists and will attempt to find it and join the crew at all costs, using deceit and subterfuge in service of this goal. The character will claim he hears a haunting song on the wind that guides him. At the end of a 3-day period after disease onset the sick character will die if another saving throw is not made (no penalty on this second save), and if the character dies he will turn into a Dirge Pirate over the course of the next 3d6 hours.
    The ship of a group of Dirge Pirates appears as a lifeless derelict, barely seaworthy, floating on the ocean. Only when it is boarded will the crew begin to come to life, manifesting 1d3 rounds after a living character sets foot on deck. It is extremely rare for the crew to be manifested before the ship is boarded.
    Terrain:  Ocean, Coastal.

AI Generated Art


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