Living Galleon

A massive mimic adapted for life at sea, the living galleon sails the seas cunningly disguised as an abandoned vessel. A deadly trap for pirates and privateers, a living galleon puts less work into its disguise than the other behemoth mimics. These creatures can assume a huge diversity of shapes; warships, cargo vessels, and even submersibles are not outside the realms of possibility. These mimics are very detail-oriented, flying local flags, shaping custom decals, and occasionally hosting a hostage skeleton crew to make their disguises all the more convincing. Only when the mimic springs its trap is its true nature finally revealed; wood morphs into pulsating flesh, gigantic eyes open across the hull, and thick tentacles begin dragging victims below decks.


Titanic Monstrosity (shapechanger, 25 ft. wide by 80 ft long space, 50 ft. tall), neutral

Armor Class 18 (natural armor)
Hit Points Special
Speed Special

21 (+5) 1 (-5) 22 (+6) 7 (-2) 17 (+3) 8 (-1)

Saving Throws Str +10, Con +11, Wis +8
Skills Stealth +5, Perception +8, Deception +9
Damage Resistances fire; bludgeoning, piercing, and slashing
Damage Immunities acid
Condition Immunities paralyzed, prone, restrained, unconscious
Senses blindsight 5 ft., darkvision 300 ft., passive Perception 18
Challenge 13 (10,000 XP)


Shapechanger. When the galleon finishes a long rest, it can assume the form of a naval vessel that is appropriate for its size. If the galleon takes no actions other than the Dash action, it is indistinguishable from an ordinary naval vessel. To facilitate this disguise, the galleon creates cargo, ropes, and other features typically found on a naval vessel. The galleon must always be in the shape of a naval vessel appropriate for its size and cannot be forced to revert to its “true” form by any means.

Sturdy Architecture. The galleon is both a creature and a structure.

Titanic Creature. The galleon is a titanic creature which is so large that combat involves dividing its body into various sections, each of which has a fixed initiative count on which it acts (losing initiative ties), detailed in its description. Each section is considered a unique creature for purposes of targeting (in case an effect or attack would include multiple targets), and effects that include an area may affect multiple sections of the galleon if the area is large enough. Each section has its own hit points and actions but shares the galleons other statistics (such as damage resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes incapacitated until it regains hit points or the galleon is slain, which causes the section to die along with the galleon. If a section has a speed, the galleon can move up to that section’s speed during the section’s turn. Creatures can enter and occupy the same space as the galleon, and the galleon cannot make opportunity attacks. Additionally, the galleon is immune to effects that would forcibly move, banish, or magically teleport it.


Hit Points 108 (7d20+35)
Initiative 20
Speed 5 ft., swim 60 ft.


Bastion of Sight. Effects that would attempt to influence the galleon’s sight (such as blinding or making eye contact with it) can only affect this section (all other sections are immune). If this section is blinded, all other sections are as well.

Position. The sails of the galleon are at least 50 ft. above the space it occupies. The section is a cube approximately 30 ft. wide, 40 ft. long, and 30 ft. deep.


Lock On. The galleon focuses its gaze on a single object or creature it can see. Until the start of this section’s next turn, the galleon has advantage on attack rolls against the creature for as long as it can see it.

Search. The galleon takes the Search action.


Hit Points 165 (10d20+60)
Initiative 15


Deck Access. As a bonus action on each of its turns, the Upper Deck can open or close up to two 10 ft. by 10 ft. holes on the deck’s surface. Creatures in those areas when the holes open can take a reaction to attempt a DC 18 Dexterity saving throw, moving to the edge of a hole on a success. Anything that falls through the hole enters the galleon’s below decks section. Position. The deck of the galleon is at least 20 ft. above the space it occupies. The section is a cube approximately 25 ft. wide, and 80 ft. long.

Slippery Surface. The deck of the galleon is coated in a thin layer of saliva and is considered difficult terrain. When a creature standing on the deck spends movement for the first time on its turn, it must succeed on a DC 18 Dexterity saving throw or fall prone.


Multiattack. The galleon makes two bone ballista attacks, or four tentacle rigging attacks. The galleon can forgo making one or more attacks in this manner to drag a creature it is grappling up to 20 ft.

Bone Ballista. Range Weapon Attack: +10 to hit, range 300 ft./900 ft., one target. Hit: 27 (4d10 + 5) piercing damage.

Tentacle Rigging. Melee Weapon Attack: +10 to hit, reach 40 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage, and if the target is a creature, the galleon may grapple it (Escape DC 18).


Hit Points 217 (14d20+70)
Initiative 10


Bastion of the Mind. Effects that would attempt to influence the galleon’s mind (such as psychic damage, the stunned and unconscious conditions, or effects that force an Intelligence, Wisdom, or Charisma saving throw) can only affect this section (all other sections are immune). If this section is charmed, deafened, frightened, incapacitated, stunned, or unconscious, all the other sections are as well.

Position. The Core section is a 10 ft. cube. The core of the galleon is at least 10 ft. above the space it occupies and is located somewhere within the Lower Deck section. The galleon can change the location of this section to somewhere within the Lower Decks section whenever it finishes a long rest.

Unified Being. At the start of each of the core’s turns it can choose to lose up to 50 hit points and divide them amongst other sections of its choice.

Vulnerability. When this section is reduced to zero hit points, the galleon is slain. Additionally, this section takes double damage from all sources.


Eviction. The galleon forces a creature standing upon or within it to succeed on a DC 18 Strength saving throw or be thrown 120 ft. directly away from the galleon. If this movement would be obstructed by the galleon’s sections, a hole momentarily opens which allows the creature to pass through harmlessly, closing immediately afterward.

Monstrous Shaping. The galleon creates a wall of its own flesh on one of its sections. The wall can be up to 15 ft. high and 30 ft. long. The wall lasts until the Galleon chooses to dismiss it, but while in effect the galleon cannot be indistinguishable from an ordinary naval vessel.


Hit Points 165 (10d20+60)
Initiative 5


Digestive Juices. When a creature starts its turn within the Lower Deck, it takes 10 (3d6) acid damage.

No Way In/Out. Creatures and objects other than the galleon’s appendages cannot enter the Lower Deck’s space unless they pass through a hole in its structure. Anything within the Lower Deck’s space has total cover against everything outside the space.

Position. The Lower Deck of the galleon is directly above the space it occupies. The section is a cube approximately 25 ft. wide, 80 ft. long, and 20 ft. deep.


Chew. Melee Weapon Attack: +10 to hit, reach 0 ft., any number of targets within range. Hit: 23 (4d8 + 5) piercing damage.

Organic Pumps. The Lower Deck completely fills or empties of water. While filled with water, its Digestive Juices feature is suppressed.

Ref: TPKB1 p55-57