Horde. The crew can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium sized skeleton. Additionally, the crew is immune to any spell or effects that would alter its form.
Reactive. The crew can take one reaction on every turn in combat.
Turn Resistance. The crew has advantage on saving throws against any effects that turn undead.
Multiattack. The crew makes four attacks, or two attacks if the crew has half its hit points or fewer.
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Haunted Gundeck. The crew manifests the spectral fragment of their gundeck and point their cannons at a spot within 100 feet. Each creature within 10 feet of that spot must make a DC 14 Dexterity saving throw or take 28 (8d6) fire damage, taking half damage on a successful save, or 14 (4d6) fire damage if the crew has half its hit points or fewer.
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