Jolly Roger (5e Creature)

From D&D Wiki

Jump to: navigation, search

Jolly Roger[edit]

Medium undead, chaotic evil


Armor Class 13 (padded armor)
Hit Points 37 (5d8 + 15)
Speed 25 ft., swim 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 8 (-1) 11 (+0) 5 (-3)

Saving Throws Wis +2
Proficiency Bonus +2
Damage Resistances fire
Damage Immunities cold, poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can't speak
Challenge 2 (450 XP)


Undead Fortitude. If damage reduces the jolly roger to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the jolly roger drops to 1 hit point instead.

ACTIONS

Multiattack. The jolly roger makes two attacks, only one of which can be with its Cackling Touch.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Cackling Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage and the target must make a DC 13 Constitution saving throw. On a failure, the creature is stricken with uncontrollable fits of laughter, falling prone and becoming incapacitated. Creatures immune to being charmed are unaffected. At the end of each of the affected creature’s turns, the creature can repeat the saving throw, taking 5 (1d10) necrotic damage on a failure or ending the effect on itself on a success.
A humanoid slain by this attack rises 24 hours later as a jolly roger zombie, unless the humanoid is restored to life or its body is destroyed.


A jolly roger is the undead form of a pirate, buccaneer or privateer who died at sea. These foul creatures were usually captains or officers while living, and retain their taste for command after death. They are often found as leaders of a crew of pirate skeletons and zombies.
Jolly rogers look quite similar to the zombies they command, resembling human corpses that are bloated, discolored, and dripping with water and bits of seaweed. They generally wear the remains of once-garish pirate garb (pants, vests, scimitars, eye patches, scarves, etc.), and may be peg-legged or have a hook for a hand. Invariably, jolly rogers have a creepy, frozen smile on their faces that make them look both gruesomely affable and chillingly insane. Their eyes are bright pinpoints of crimson within otherwise empty sockets; they smell of fish and brine.
The jolly rogers’ only communication with the living is a rasping chuckle that escapes from between their grinning teeth, an unnerving phenomenon that gives them their name. They communicate with their undead crew via telepathy and do not communicate with the living at all.
Like the creatures they command, jolly rogers are driven by hatred for the living. Though they do not need to eat, they rend and chew the flesh of those they slay, probably to cause fear. Their smiles never change as they chew.

Privateer. If the jolly roger was formerly a privateer, they will still have a contractual obligation to the political entity that gave them privateer status, and will attempt to collect treasure and fight the enemies the political entity had at the time of their death, delivering half of the treasure they collect to that entity. Even if the political entity makes peace with their enemy, the privateer will continue forever to attack their former enemy.

Undead Nature. A jolly roger doesn't require air, food, drink, or sleep.

4.00
(one vote)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: