Homebrew, Ravenloft: Denizens of Darkness (3.5e) 2002
Acrobatics +6, Athletics +4, Perception +3, Survival +6
60' Darkvision, Passive Perception 13
Part of the Crew. If a creature has died as a result of its Cackling Touch curse, the corpse will rise from the dead as a zombie in 24 hours. The zombie will be under the jolly roger's telepathic control, sharing its initiative & following its orders during combat. This can be prevented by resurrecting the creature or by casting the Funeral Rite option of the Ceremony spell followed by a traditional burial at sea. Gentle Repose will also delay the transformation for the spell's duration.
Part of the Ship. If the jolly roger drops to 0 HP, its body transforms into a putrid sea mist that immediately returns to its ship. It will take seven days for the jolly roger to reconstitute its physical form, forcing the vessel to lay at anchor while its master recovers. The ship's crew of zombies still follow the jolly roger's telepathic orders during this recovery. If the vessel is destroyed during this period, the jolly roger is permanently destroyed.
Similarly if the ship is destroyed, the jolly roger's HP is reduced to 37 (5d8 + 15) 5d8+15 & it must find a suitable vessel to make its new ship within seven days. If it fails to do so by either finding a ship sunk within the past seven years or slaughtering the entire crew of a new ship, the jolly roger is permanently destroyed. Also, if the jolly roger drops to 0 HP before it claims a new ship, it is permanently destroyed.
Turn Resistance. The jolly roger has advantage on saving throws against any effect that turns undead.
Undead Nature. The jolly roger doesn't require air, food, drink, or sleep.
Cackling Touch. The jolly roger touches a creature, attempting to curse the target.
Constitution Saving Throw: DC 14, one creature within 5' that is not a construct, elemental, or undead.
Failure: The targeted creature takes 14 (4d6) necrotic damage. It also falls prone, becoming incapacitated & unable to stand up as it maniacally laughs. At the start of the creature's next turn, it takes another 7 (2d6) necrotic damage. The curse will end by casting the Dispel Magic or Remove Curse spell, or the targeted creature attempt to reroll the saving throw at the end of its turn, ending the curse on a success. If a creature cursed by the jolly roger's "Cackling Touch" falls to 0 HP or below while the effect is ongoing, it makes any & all of its death saving throws at disadvantage.
Success: The targeted creature takes 7 (2d6) necrotic damage.
Contagious Cackle. The jolly roger's constant rasping, nerve grating chuckle becomes supernaturally infectious.
Wisdom Saving Throw: DC 14, all creatures that can hear within 30' that are not constructs, elementals, or undead.
Failure: The creature begins laughing hysterically for 1 minute, becoming incapable of speech or casting spells with verbal components. At the end of the creature's turn, it can attempt to reroll the saving throw to end the effect early.
Success: The creature is immune to the jolly roger's Contagious Cackle for the next 24 hours.
Any climate; aquatic & coastal terrain
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