Multiattack. The Clockwork Privateer Captain makes two attacks, one with its cutlass, the other with its flintlock pistol.
Magic Resistance. The Clockwork Privateer Captain has advantage on saving throws against spells and other magical effects.
Infernal Parlay. Clockwork Privateer Captains are condemned souls bound into construct bodies, bent on plaguing the skies of Seorsus. They automatically speak Clockwork Code, Common, and Infernal. They can choose 2 other languages from the provided list with which to engage in parlay or plunder: Butuun, Draconic, Dwarven, Giant, Gnomish, Goblin, Minotaur, Orc, Deep Speech, Yekevian, or Zephyrkin.
Clockwork. This creature has the Clockwork trait.
Clockwork Code. This language is an intricate combination of clicks, grinding gears, whistles, and whirring metal understood by Clockwork constructs.
Mistvision. This creature can see normally through fog, mist, or clouds up to 120 feet.
Command Clockwork Crew. Clockwork Captains excel at driving clockwork crews. As an action, the captain can compel up to 1d4 clockwork crew suffering from Obedient-ish flight and drive them back into the fray. Clockwork crew must take Attack as their next action or Move directly toward the nearest enemy.
Cutlass. Melee Weapon Attack: +4 to hit, reach #5 ft., 1 target. Hit: 6 (1d8 + 2) slashing damage.
Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 1 target. Hit: 6 (1d10) piercing damage.
As a bonus action, the clockwork pirate can direct the attack of the closest canon on the ship regardless of the Clockwork Canon rules.
Redirect Attack. In response to being struck by a melee attack roll from another creature within 5 feet, the clockwork captain can drag a clockwork crew member in front to take the attack instead.
Description
Constructed of steel, brass, copper, and fire, clockwork privateer captains command one ship in a vast armada that threaten the skies of the Fallen Twins. Fueled by hellish intent and directed by an unknown admiralty, clockwork privateer captains plague the explorer and merchant ships that traverse the sky isles.
Clockwork privateer captains range from 5-7 feet tall in a variety of forms that only the twisted minds of their foundries can fathom. They will often adorn themselves in the regalia of naval officers or pirates of their living counterparts as they rule their clockwork crews with iron fist. In addition to Clockwork Code, they are fluent in a variety of languages which they will often use to lure prey into a parlay or interrogate them for information useful to their unseen masters.
Despite being hateful souls bound in a construct body, these captains are intelligent and independent creatures that act as highly capable extensions of the will of their creators. It is unknown exactly how these captains communicate with the admiralty, but their activities range from lone piracy to coordinated naval attacks with other admiralty agents.
The skyships they command range from fast aerial schooners to massive ships-of-the-line that bring dozens of guns to bear upon their prey. Rumors even circulate of clockwork privateer captains commanding skyborne ironclads. Should these rumors ring true, perhaps no people of the Fallen Twins are safe.
Comments