Captain's Advantage. Once per turn, Bloodbeard can deal an extra 4 (1d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of one of Bloodbeard's crewmates that isn’t incapacitated.
Bloodbeard's Curse. Bloodbeard must make a DC 15 Wisdom saving throw whenever he takes damage in combat. On a failed save, he must attack the creature that damaged him until he drops to 0 hit points or it does, or until he can’t reach the creature to make a melee attack against it. If he reduces the enemy creature to 0 hit points, Bloodbeard's spirit compels him to bask in the dead creature's blood.
Multiattack. Bloodbeard makes two melee attacks.
Bloodbeard's Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage, or 8 (1d10 + 5) slashing damage if used with two hands.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Bloodbeard can utter a special command or warning whenever one of his crewmates that he can see within 30 feet makes an attack roll or a saving throw. The crewmate can add a d4 to its roll provided it can hear and understand Bloodbeard. A creature can benefit from only one Leadership die at a time. This effect ends if Bloodbeard is incapacitated.
Rage. On Bloodbeard's turn, he can enter a rage as a bonus action. While raging, he gains the following benefits:
- Advantage on STR checks and STR saving throws.
- +3 to damage rolls with STR weapons
- Resistance to bludgeoning, piercing, and slashing damage.
- Immunity to the frightened and charmed conditions.
Bloodbeard's Axe. On his turn, Bloodbeard can use his bonus action to force a creature that he can see within 30 feet to make a DC 20 WIS saving throw. On a failed save, the creature gains one level of fear lasting for 3 rounds. If the creature already has a level of fear, the effects last until the most recent level applied ends. If desired, he can target additional creatures in range, reducing the DC by 2 for each extra creature forced to make the save.
Parry. Bloodbeard adds 3 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.
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