Large Humanoid, Chaotic Evil
Armor Class 14
Hit Points 73 (10d10 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws CON +8, INT +6
Skills History +4, Performance +4, Stealth +2
Damage Resistances Cold, Fire, Lightning, Necrotic, Damage from Spells
Damage Immunities Poison, Thunder
Senses Darkvision 60ft, Passive Perception 9
Languages Common, Giant, Thieves' Cant
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Sneak Attack (1/turn). Blackbeard deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Blackbeard that isn’t incapacitated and Blackbeard doesn’t have disadvantage on the attack roll.

Spellcasting. The Blackbeard is a 15-level spellcaster. Its spellcasting ability is Intelligence (spell save 15 , +5 to hit with spell attacks). Blackbeard has the following spells prepared:
Cantrips (at will): Mold Earth, Prestidigitation, Vicious Mockery
1st level (10 slots): ,  Absorb Elements, Arms of Hadar, Bane, Cause Fear, Earth Tremor, Expeditious Retreat, False Life, Inflict Wounds, Mage Armor
2nd level (5 slots), Blindness/Deafness, Darkness, Darkvision, Hold Person, Pass Without Trace, Ray of Enfeeblement, Shadow Blade, Shatter
3rd level (4 slots), Bestow Curse, Counterspell, Dispel Magic, Erupting Earth, Hunger of Hadar, `Remove Curse
4th level (4 slots), Blight, Shadow of Moil
5th level (3 slots), Danse Macabre, Destructive Wave, Enervation, Intellect Fortress
6th level (2 slots), Circle of Death, Eyebite, Gravity Fissure, Move Earth
7th level (2 slots), Regenerate, Finger of Death
8th level (1 slot), Abi-Dalzim's Horrid Wilting, Dark Star, Earthquake, Maddening Darkness, Tsunami
9th level (1 slot), Ravenous Void

Actions

Multiattack.  Blackbeard can make 3 attacks with his wolverine claws and then cast a 1st level spell or lower or do a quake fist.

Wolverine Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 9) slashing damage. 

Quake Fist. RangedWeapon Attack: +7 to hit, range 60 ft., 1 target. Hit: 16 (2d12 + 9) force damage.  The target creature must make a DC 14 Strength saving throw or be knocked back 10 feet.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Elemental Absorb 3/day. Blackbeard can absorb any elemental damage, taking half the damage he usually would.

Legendary Actions

Legendary Resistance 2/day. Blackbeard can choose to succeed any saving throw that he would otherwise fail.

Darkness (1 action).   Blackbeard casts darkness within the peramiters of the darkness spell.

Wolverine Claw ( 1 action).  Blackbeard can make a strike with his wolverine claw.

Earthquake ( 8 actions).  Blackbeard casts earthquake within the peramiters of the earthquake spell.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Blackbeard is a large sized human male.  He is 11ft and 300lbs.  Blackbeard has a big scraggly beard thats lit on the ends of the beard.  He has checkered teeth and is almost always carrying around a cherry pie.  Blackbeard's laugh is ZEHAHAHA.  He will achieve whatever his goals are no matter what.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ampugh05

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