Shipwreck Golem
Shipwreck Golem Lore
Arcana DC 15: Though flesh is the commonest and most
malleable of necromantic media, there are forms of life
more strange and esoteric that may be twisted to
undeath, one such being the strange vestige of life
absorbed by a sailing vessel over many journeys.
Though these simple beings normally lack any true
animating force, the magics of undeath can provide
exactly that, sculpting a simple wreck into a
nigh-invincible necromantic siege hulk, and at a
fraction of the magical and material cost that
more traditional forms of golemancy require.
Arcana DC 20: Even better, some such wrecks
arise to undeath on their own through natural
processes; where the sight of a ghost ship in the
fog might inspire terror in clueless mariners,
a seasoned necromancer knows only avarice,
as the death-soaked timbers of such vessels are
near ready-made for reshaping into deathless
servants, as precious a plunder as any the
high seas have to offer.
History DC 15: The shambling siege weapons
known as shipwreck golems are
frequently deployed by corsair archmagi
in their raids against coastal keeps,
mobile artillery cobbled from the dredged
hulks of fallen warships.
While the evil spells that animate these Rotted Hulk
weapons grant them a measure of protection Animate Shipwreck Golem Raymond Swanland
against most magical assaults, the rotted and 6th-level necromancy
splintering timbers from which they are constructed are a
point of vulnerability; they will burn readily if first dried with Casting Time: 8 hours
a burst of heat, and they remain as vulnerable as any ship to Range: 120 ft.
being dashed upon rocks by a mighty gust or wave. Components: V, S, M (A sunken ship that sailed for at least
20 years; cursed, nonartifact objects worth 50,000 gold,
Shipwreck Golem Tactics which the spell consumes)
Duration: Instantaneous
Shipwreck golems begin their assaults from range as they You raise a sunken wreck to unliving servitude, Choose a
approach, testing their foes' defenses with their Rotary shipwreck within range that sailed for at least 20 years. If the
Carronade Six-Pounder by spreading their attacks around, shipwreck was recovered from a sunken Ghost Ship, you
later firing only against those that failed an earlier saving need to provide only 10,000 gold worth of cursed objects for
throw. the spell's material component.
In melee, they typically attack first with their Sharpened As you cast this spell, the ship warps and breaks, snapping
Anchor with an eye toward pushing any creatures away that into pieces as it slowly reassembles itself into into a gigantic,
might make opportunity attacks, then usually replace their roughly humanoid shape, at which point it rises as a
second attack with their Keelhaul Crush, using their full Shipwreck Golem that is friendly to you and to any other
movement to drag the creature if it fails its saving throw. creatures you designate.
They normally use their Rotary Carronade Six-Pounder at A proficient creature with Carpenter's Tools can use them
each opportunity unless all available targets have succeeded to restore 1 hit point to the golem for each 10 minutes spent
on a saving throw against it, or in the instance where they are repairing it. If the golem is reduced to 0 hit points, it is
nearing half hit points and have one or more creatures destroyed and cannot be reanimated.
climbing on them, at which point they reserve it for removing With a ritual that takes 10 minutes, you can designate
them. additional friendly creatures, or can issue a simple command
When attacking as part of a larger group, they focus their of five words or fewer to the golem, which it follows at
attacks on fortifications, barriers, and emplacements, literally as possible until it completes the task or you issue a
clearing the way for their allies to advance. new command.
Spell Lists. Artificer, Cleric, Wizard
Shipwreck Golem Actions
Huge construct/undead, chaotic evil
Multiattack. The golem makes two attacks with its
Sharpened Anchor, one of which it can replace with a
Armor Class 16 (Natural Armor)
use of its Keelhaul Crush or its Rotary Carronade Six-
Hit Points 200 (Damage Threshold 10)
Pounder, if available.
Speed 40 ft., swim 20 ft.
Sharpened Anchor. Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 28 (4d10 + 7) piercing
STR DEX CON INT WIS CHA damage and the target is pushed up to 10 feet away.
24 (+7) 12 (+1) 22 (+6) 5 (-3) 13 (+1) 1 (-5) This attack deals double damage to objects and
structures.
Damage Resistances Fire; Attacks made without
advantage. Keelhaul Crush. The golem slams a massive timber
Damage Immunities Poison down on a creature it can see within 10 feet, forcing it
Condition Immunities Charmed, Exhaustion, Frightened, to succeed on a DC 19 Strength saving throw or take
Paralyzed, Petrified, Poisoned 21 (4d6 + 7) bludgeoning damage, or half as much
Senses Darkvision 120 Ft., Passive Perception 10 damage on a success.
Challenge 12 (8,400 XP) A creature that fails this saving throw by 5 or more is
additionally knocked prone and grappled until the end
Sodden Hull. If the golem takes 10 or more fire damage of the golem's turn, and takes 3 (1d6) bludgeoning
from a single source, it loses its resistance to fire damage for each 5 feet it is dragged by the golem this
damage until it is submerged in water. turn.
If it takes 25 or more fire damage from a single source, Rotary Carronade Six-Pounder (Recharge 4-6). The golem
it additionally gains vulnerability to fire damage for the sends forth a volley of cannonfire, forcing up to three
same duration. targets it can see within 120 feet to succeed on a DC
13 Dexterity saving throw or take 18 (4d8)
Galley-Torn Deadwood. If the golem is pushed into a bludgeoning damage.
Large or larger solid object or surface, it takes 11
(2d10) bludgeoning damage. The golem can choose the same target multiple times.
Giant Stature. Attacks made against the golem by a Reactions
creature Attached to it have advantage, and the golem
has disadvantage on attacks it makes against creatures Point-Blank Volley (1/Day). When the golem is reduced
Attached to it. below 101 hit points, it can roll to recharge its Rotary
Cannonade, then immediately use it if available,
Limited Magic Resistance. The golem has disadvantage targeting a single creature within 10 feet.
on saving throws to resist being pushed by wind or
water, and has advantage on saving throws against all
other spells and magical effects.
Art Credits You Found the Free Books!
Rotted Hulk by Raymond Swanland
Bisk, Goblin King by Rae Elderidge
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