Medium Undead, Lawful Evil
Armor Class 18
Hit Points 100 (10d10 + 40)
Speed 0 ft., Fly 60 ft.
STR
8 (-1)
DEX
18 (+4)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +8, CHA +9
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Elvish, Sylvan, Telepathy
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Ethereal Sight. Captain Konari can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. Captain Konari can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Multiattack. Captain Konari makes two Kiss of Death attacks.

Legendary Resistance (3/Day). If Captain Konari fails a saving throw, she can choose to succeed instead. Alternately, if one of her ship's cannons misfires, she can negate the misfire.

Soul Contract. A creature who is reduced to 0hp by Captain Konari's hand must immediately roll their first Death Save. If this first Death Save is a success, the creature continues to roll Death Saves as normal. If this save fails, the creature's soul immediately joins Konari's crew as a ghost, and cannot be revived by any means except by using a Wish spell.

Actions

Kiss of Death. Ranged Weapon Attack: +9 to hit, range 150/500 ft., one target. Hit: 16 (2d8+ 6) necrotic damage.

Etherealness. Captain Konari enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on the Material Plane while she is in the Border Ethereal, and vice versa, but can't affect or be affected by anything on the other plane.

Terrify. Captain Konari fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.

Bullet Rain (Recharge 5,6). Range: 150ft, 20ft diameter. Captain Konari fires a torrent of bullets into the air, raining down on a point within range. Each enemy creature must make a DC15 DEX save. On a failed save, the creature takes 18 (6d6) Necrotic damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

Legendary Actions

Captain Konari can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of its turn.

Captain's Kiss (Costs 1 Action). Captain Konari uses her Kiss of Death attack.

Frightening Gaze (Costs 2 Actions). A single non-undead creature within 60 feet of Captain Konari that can see her must succeed on a DC 13 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Captain Konari must make a DC 15 Constitution saving throw against this magic, taking 12 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Captain's Command (Costs 3 Actions). Every enemy on the board must succeed a DC 15 Constitution saving throw against this magic or be knocked prone and take 10 bludgeoning damage.

Description

Captain Konari was once a Pirate Queen who terrorized the Sea of Fallen Stars. After her death, her soul remained attached to her ship. This connection was so strong that she continues to hunt (and haunt) the Sea, searching for easy prey. Legend says that if you die to Konari herself, your soul is forced to join her crew for eternity.

Lair and Lair Actions

Captain Konari's lair is her ship, The Dark Pearl. It was her ship in life and now in undeath. Upon the ship's appearance, a storm begins to brew overhead and the area within 500 feet of the ship is magically sealed off from the rest of the world, appearing as if both ships far out at sea with no land in sight. No ships can move once they are within this effect.

While she remains within 300 feet of her ship, Captain Konari can mentally command the ship and the storm to do the following:

  • The ship fires nine cannon attacks. Each cannon has +6 to hit and does 24 (3d10+6) damage. On a natural 20, that cannon's shot bypasses any Damage Resistances of the enemy. On a natural 1, that cannon misfires and explodes, dealing damage equal to its normal damage to The Dark Pearl.
  • The storm above intensifies, causing three random lightning strikes to target enemies. Each selected enemy must make a DEX 15 save or be struck with 21 (3d12) Lightning damage. However, on a successful save, the target takes no damage.
  • A loud, booming thunderclap erupts. Every non-undead creature on the board must succeed on a DC13 CON save or be stunned until the end of their next turn.

Habitat: Coastal

Scorpious187

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