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Bone Ship

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Muscle holds together the large bones that form the hull of this ship. Rotting sails hang from masts crafted from gigantic spines.

Bone Ship CR 18

XP 153,600
CE Colossal undead (water)
Init +4; Senses darkvision 60 ft.; Perception +40
Aura blood wake (40 ft., DC 30)


AC 36, touch 6, flat-footed 32 (+3 Dex, +30 natural, –8 size)
hp 299 (26d8+182)
Fort +17, Ref +14, Will +20
Defensive Abilities all-around vision, bound souls, channel resistance +4; Immune undead traits; SR 29


Speed swim 60 ft.
Melee slam +28 (8d8+24 plus energy drain)
Ranged 4 bone cannons +15 (6d6+16/×4)
Space 30 ft.; Reach 30 ft.
Special Attacks energy drain (2 levels, DC 30), ghostly boarders, spectral energy cannon, trample (8d8+24 plus energy drain, DC 39)


Str 42, Dex 18, Con —, Int 11, Wis 20, Cha 25
Base Atk +19; CMB +43 (+47 bull rush, +45 overrun); CMD 51 (53 vs. bull rush, can't be tripped)
Feats Great Fortitude, Greater Bull Rush, Greater Overrun, Greater Vital Strike, Improved Bull Rush, Improved Great Fortitude, Improved Lightning Reflexes, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (slam)
Skills Intimidate +36, Knowledge (geography) +13, Perception +40, Profession (sailor) +18, Swim +53
SQ unholy repair
Languages Common (can't speak)


Blood Wake (Su)

The frothing, churning waters around a bone ship are stained crimson with blood. Creatures entering the bone ship's aura must attempt DC 30 Fortitude saves. Those that succeed at their saves become shaken for 1d6 rounds. Those that fail become shaken and staggered as they feel themselves drowning and envision themselves pulled down into the bloody waters. staggered creatures take an additional –4 penalty to AC, on Reflex saves, and on Swim checks. Creatures can attempt a new save at the start of each of their turns to resist this effect. Those that succeed at their saving throws are immune to the bone ship's aura for 24 hours. This is a mind-affecting fear affect, and works only when the bone ship is in the water. The save DC is Charisma-based.

Bone Cannon (Su)

The bone ship can create four cannons fashioned from bone anywhere along its body as a swift action. These cannons deal 6d6 points of damage and have a ×4 critical multiplier. The bone cannons have a range increment of 100 feet and deal both bludgeoning and piercing damage. At a range up of up to 100 feet, the bone ship's cannons are treated as touch attacks. The bone ship can fire all four cannons as a standard action. The ammunition is a combination of bones and debris. Because the ammunition is ejected from the bone ship's body, bone cannons add the bone ship's Strength modifier on damage rolls. The cannons are considered to be part of the bone ship and not separate objects.

Bound Souls (Su)

The souls of numerous sailors and sea creatures form the bone ship's collective consciousness and hull. A bone ship is immune to spells and effects affecting a specific number of creatures. Any creature attempting to communicate with a bone ship, such as through telepathy, hears only the anguished cries of the imprisoned souls and must succeed at a DC 30 Will save or be driven insane as per the insanity spell (CL 20th). The save DC is Charisma-based.

Ghostly Boarders (Su)

Once per minute as a full-round action, the bone ship can disgorge the souls of the sailors bound within it. The ghostly boarders appear as spectral entities and slaughter all living creatures around the bone ship, functioning as per the spell circle of death (CL 20th) except that it affects creatures of up to 15 Hit Dice. Living creatures must succeed at a DC 30 Fortitude save or be slain, their souls dragged into the bone ship. Creatures slain in this manner can be restored to life only by a miracle or wish spell. The save DC is Charisma-based.

Spectral Energy Cannon (Su)

As a standard action every 1d4 rounds, the bone ship can combine all four of its bone cannons into a spectral energy cannon that deals 18d6 points of negative energy damage to creatures in a 180-foot line (Will DC 30 half). The save DC is Charisma-based.

Unholy Repair (Su)

By spending 1 full day inactive, the bone ship can heal itself to full hit points by scavenging the bones of dead sea creatures within a 10-mile radius, pulling the bones up from the bottom of the ocean to join its hull.