b'Ghost Ship \n'b'  Gargantuan   construct ,  any alignment  \n'b'  Armor Class  15 (natural armor)  Hit Points  507 (26d20 + 234)  Speed  0 ft., swim 35 ft.\n'b' STATS STR: 20 (+5) DEX:  4 (-3)  CON:  29 (+9)  INT:  6 (-2)  WIS:  22 (+6)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +12  Damage Immunities  poison, psychic  Condition Immunities   blinded ,  charmed , deafened,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone   Senses   blindsight  120 ft.  darkvision  240 ft., passive  Perception  22  Languages  \xe2\x80\x93  Challenge  21 (33,000 XP) \n'b' Special Traits \n'b'\n'b'  Crash . The ghost ship can move into another creature or object\xe2\x80\x99s space. If it does so, the target must make a DC 19  Dexterity  saving throw, or take 88 (16d10) bludgeoning damage, and the ghost ship must succeed on a DC 15  Constitution  saving throw, or take an amount of bludgeoning damage dependant on the target\xe2\x80\x99s  size  (see table below). If the target is Huge or larger, the ship must then end its movement; otherwise, the target is moved to the nearest unoccupied space and the ship can keep moving. It cannot crash into the same target more than once each turn. \n'b'  Damage Threshold (20) . The ghost ship does not take damage from hits that deal a total of less than 20 damage each. \n'b'  Deck . Huge or smaller creatures can occupy the ship\xe2\x80\x99s space, moving with the ship. While they\xe2\x80\x99re on deck, the ship cannot shake them off, make  ranged attacks  against them, or crash into them. \n'b'  Legendary Resistance (3/Day) . If the ghost ship fails a saving throw, it can choose to succeed instead. \n'b'  Phantom Crew . The ghost ship has advantage on  Wisdom  ( Perception ) checks. Additionally, the ghost crew has a  Dexterity  score of 20 (+5), which the ship uses for ranged weapon attacks. For all other purposes, the ship uses its own  Dexterity  score. The ship does not suffer disadvantage when making  ranged attacks  while within 5 feet of a hostile creature. \n'b'  Misty Wake . The ghost ship is shrouded in a cloud of mist that extends 90 feet from its space. Creatures and objects within the mist are lightly  obscured  from any creature more than 30 feet away, and heavily  obscured  from any creature more than 60 feet away. If the ship is targeted by an effect that turns  undead , the fog dissipates for one minute, even if the ship succeeds on its saving throw against the effect. \n'b'  Sailing Movement . The ghost ship cannot use the  Dash  action. Further, it can only swim at the water\xe2\x80\x99s surface, like a regular ship. \n'b'  Undead Weakness . If the ghost ship is targeted by an effect that turns  undead , it must make a save against the effect. On a failed save, it is not turned, but is instead incapacitated until the end of its next turn. \n'b'\n'b' Size \n'b' Damage \n'b'\n'b' Medium or smaller \n'b' None \n'b'\n'b' Large \n'b'\n'b'\n'b' Huge \n'b'\n'b'\n'b' Gargantuan \n'b' 88 (16d10) \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The ghost ship makes two mangonel attacks, and one ballista  attack . In place of any number of these attacks, the ghost ship can make one  melee attack  each with its ghostly weapons against a creature in its space. It cannot make more than one  attack  with its ghostly weapons against the same target. \n'b'  Ghostly Weapons .  Melee Spell Attack : +8 to hit, reach 0 ft., one target in the ship\xe2\x80\x99s space, Hit: 20 (4d8 + 2) necrotic damage, or 11 (2d8 + 2) necrotic damage if the ship has half its  hit points  or less. \n'b'  Mangonel .  Ranged Weapon Attack : +11 to hit, range 200/800 ft., one target.  Hit : 32 (5d10 + 5) bludgeoning damage. \n'b'  Ballista .  Ranged Weapon Attack : +11 to hit, range 120/480 ft., one target.  Hit : 21 (3d10 + 5) piercing damage. \n'b'\n'b' Legendary Actions \n'b' The ghost ship can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The ship regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Full Speed . The ghost ship swims up to 15 feet. \n'b'  Ballista . The ghost ship makes one ballista  attack . \n'b'  Multiattack . The ghost ship makes three cannon attacks. In place of any number of these attacks, the ghost ship can make one  melee attack  each with its ghostly weapons against a creature in its space. It cannot make more than one  attack  with its ghostly weapons against the same target. \n'b'  Cannon .  Ranged Weapon Attack : +11 to hit, range 600/2,400 ft., one target.  Hit : 44 (8d10) bludgeoning damage. \n'b'\n'b' Legendary Actions \n'b'\n'b'  Cannon . The ghost ship makes one cannon  attack . \n'b'\n'b'  Variant: Age of Sail  Following the invention of cannons, naval artillery has become significantly more powerful. A ghost ship from this age is far more dangerous as a result. \n'b' An age of sail ghost ship has a Challenge rating of 24 (62,000 XP), swim speed of 45 ft., and replaces its multiattack, ballista and mangonel  actions , and ballista legendary action, with the following:'