Pirate
An ocean of islands, pirates, and danger—Dominion law fades and treasure calls.
Author's Note: This world is designed to capture the thrill of classic pirate adventures—swashbuckling fights, buried treasure, and treacherous alliances. It blends grounded seafaring with hints of the supernatural, where ancient sea gods may stir beneath the waves and cursed gold can change a man's fate. The Aurelian Dominion provides a powerful force to push against, creating tension between freedom and order. Players are encouraged to forge their own pirate legend, whether as rebels, mercenaries, or self-made kings of the sea. Morality is fluid, loyalty is earned, and the sea shows no mercy. Every island holds a secret, every rival ship could be the last thing you see, and every decision has the power to turn the tide.
Played | 47 times |
Cloned | 2 times |
Created | 11 days ago |
Last Updated | Yesterday |
Visibility | Public |

HP Range250 - 350 (Avg: 300)
AC15
XP5000
Description
The Flying Dutchman is a ghostly ship that sails the seas endlessly, appearing during storms or moments of misfortune. It is an omen of doom, said to curse sailors who lay eyes upon it, as it drifts eternally, unable to dock or escape its fate.
Details
Size | Large |
Type | Undead |
CR | 10 |
XP | 5000 |
Languages | Common, Infernal |
Defenses
Armor Class | 15 |
HP Range | 250 - 350 (Avg: 300) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Cursed Appearance
When a creature sees the Flying Dutchman, it must make a DC 18 Wisdom saving throw. On a failure, the creature is cursed, suffering disadvantage on saving throws for 1 hour.
Ghostly Wail
The Flying Dutchman emits a haunting wail that can be heard up to 1 mile away. All creatures within 300 feet must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute.
Spectral Crew Attack
The spectral crew can make melee attacks with ghostly cutlasses, dealing 2d10 necrotic damage on a hit.