Elusive. No attack roll has advantage against Sech Zapor unless he is incapacitated.
Magic Resistance. Sech Zapor has advantage on saving throws against spells and other magical effects.
Sea Legs. The pirate has advantage on ability checks and saving throws to resist being knocked prone.
Legendary Resistance (3/Day). If Sech Zapor fails a saving throw, he can choose to succeed instead.
The Curse. While a creature is cursed by Sech Zapor, that creature cannot become invisible and Sech Zapor knows where the creature is at all times. Additionally, a creature cursed by Captain Sech Zapor rises as a skeletal pirate if it dies. This curse ends if Sech Zapor dies.
Multiattack. Sech Zapor uses his trip, makes three cutlass attacks.
Cutlass. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 9 (2d8) psychic damage is the target is cursed by Sech Zapor.
Trip. A creature within 5 ft. of Sech Zapor must succeed on a Dexterity Saving Throw (DC 19) or be knocked prone.
The Curse. As a bonus action, Sech Zapor chooses a creature he can see. That creature must succeed on a Wisdom Saving Throw (DC 20) or be effected by the curse.
Sech Zapor 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. Sech Zapor regains spent legendary actions at the start of his turn.
Attack. Sech Zapor makes a weapon attack.
Rallying Cry. (Costs X Actions) Sech Zapor drives up to X allied creatures of his choice to move up to their movement speed without provoking opportunity attacks. Those creatures then may make a weapon attack against a target of their choice.
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