Klabautermann
- HP
- 30
- AC
- 15
- DR
- 1
- Attacks
- 1
- Attack
- 1d6+2
- Size
- Small
- Alignment
- Orderly Kind (Guardian)
- Intelligence
- Bright (11-12)
- Saves
- Quick 4 / Tough 2 / Mind 4
A klabautermann lives aboard a well-kept ship and is usually known only by careful repairs nobody remembers making. It caulks seams, warns of hidden shoals and knocks from inside a bulkhead before bad weather. Its appearance is an ill omen: the spirit becomes visible only when the vessel is nearly beyond saving. A cruel captain may discover that the spirit protects the ship and crew while considering the captain separate from both.
Special Attack
Rigging Snap: bludgeoning, 30 ft, +3 to hit, 1d8+2, and the target makes a Quick save or becomes held in rope. Deck Hammer: bludgeoning, melee 5 ft, +3 to hit, 1d6+2.
Special Defense
Shipbound Guardian: aboard its chosen vessel it has DR 3 and knows the location of every leak, fire and intruder. Repairing a dangerous fault removes one harmful effect it created. It cannot leave the ship except by transferring willingly to a new vessel built with timber from the old one.