| Ability |
Mod |
Save |
| STR |
6 |
-2 |
-2
|
| DEX |
16 |
+3 |
+3
|
| CON |
6 |
-2 |
-2
|
| INT |
10 |
+0 |
+0
|
| WIS |
10 |
+0 |
+0
|
| CHA |
16 |
+3 |
+5
|
Medium
Undead
Armor Class
13
Hit Points
10
(4d8-8)
Proficiency Bonus
2
- Speed
- 30ft., Fly 30ft. (hover)
- Challenge
- 1/2 (XP 100)
- Skills
-
Stealth +5
- Resistances
-
Bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- Darkvision 60ft.
- Incorporeal Movement
- The Spirit can move through other creatures and objects as if they were Difficult Terrain. It can end its turn inside a creature or object.
- Shipbound
- The Spirit is bound to a ship on the Material Plane and cannot move more than 1 mile from that ship. If the Spirit dies it reforms 1d4 days later at the ship it is bound to. If that ship is completely destroyed, the Spirit cannot reform.
Actions
- Fade
- The Spirit casts Invisibility on itself, requiring no spell components.
- Etherealness
- The Spirit casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The Spirit is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on the other plane, with one exception: While in the Border Ethereal, the Spirit can interact with the Material Plane with its innate spellcasting feature.
Innate Spellcasting
- Charisma
- Save DC 13, Spell Attack +5
- At Will:
- Dancing lights, Gust, Mage Hand
- 2/day each:
- Cause Fear, Disguise Self
Bound to a ship, a spirit is sometimes created from the essence of a long-dead sailor who served and died aboard. In other cases, a ship spirit can be the manifestation of the personality of the ship itself, an amalgam of all who have sailed aboard it.