Medium Humanoid (Human), Neutral Evil
Armor Class 16 Unarmored Defense
Hit Points 57 (6d8 + 24)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws STR +8, CON +7
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Bonus Actions

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. 

Reactions

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.

MrOrdinaryMan621

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