Legendary Resistance (3/Day). If Captain Flora Rodgers fails a saving throw, she can choose to succeed instead.
Gunner(flavor). Flora Rodgers uses her spectral gun to cast spells. The gun is part of her and vanishes with her when she dies.
Regeneration. Captain Flora Rodgers regains 10 hit points at the start of its turn. If she takes fire or radiant damage, this trait doesn’t function at the start of her next turn. Her body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Spellcasting. Captain Flora Rodgers is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Captain Flora Rodgers has the following Warlock spells prepared:
Cantrips (at will): Eldritch Blast
5th level (4 slots): Armor of Agathys, Arms of Hadar, Conjure Elemental, Counterspell, Darkness, Enervation, Hellish Rebuke, Invisibility, Misty Step, Remove Curse, Scrying and Shatter
Turn Resistance. Flora Rodgers has advantage on saving throws against any effect that turns undead.
Multiattack. Captain Flora Rodgers makes two attacks by either using her rapier twice or using her rapier and casting a spell with her gun. She can also cast a spell and fire a bolt of Eldritch Blast from her gun.
Rapier. Melee Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) cold damage. The target must succeed on a DC 15 Constitution saving throw or be slowed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A slowed creature loses half its movement. If the creature is already slowed it immediatly fails the saving throw and becomes restrained and can't move.
Captain Flora Rodgers can take 2 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. She regains spent legendary actions at the start of its turn.
Cantrip. Captain Flora Rodgers casts two Eldritch Blast +8 to hit dealing 1d10+4 Force damage. On hit, she can move the creature 10ft in any direction, including towards her. This movement does not cause oportunity attacks.
Horryfiying Visage (Costs 2 Actions). Captain Flora Rodgers changes her appearance into a horrifying visage. Each creature that can see her must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the visage for the next 24 hours.
Wail (Costs 2 Actions or none - only happens once). When Captain Flora Rogers reaches 50% hit points, she enrages and immediatly reacts, ending any creatures turns at the moment the damage happened. She will act now. Captain Flora Rodgers changes her appearance into the one of a Banshee. Ghostly in form, with spectral tentacles growing from her back. Her hair flows, like it's underneath the water. She uses this action to move up to 30ft into the air. This movement does not provoke opportunity attacks. She then casts her Wail. All other creatures within 30 feet of her that can hear her must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Lair and Lair Actions
A Captain’s Lair
Flora Rodgers commands her own ship known as the Burning Rose. While within her ship, she is considered within her Lair and can use her Lair Actions.
Flora Rodgers soul is bound to the Burning Rose. If she dies, her soul will be contained within the ship and comeback to life within 2d10+10 days.
Destroying the ship destroys her for good.
Lair Actions
Every 20 turns (losing initiative ties), the captain can take a lair action to cause one of the following magical effects in order:
- Count 20: Using her magic ring, Captain Flora Rodgers commands the rigging of the ship to entangle. All creatures within 50ft of her ship make a DC 12 Dexterity Saving throw. On a failed save the creature is grappled and lifted 10ft up in the air by the enchanted ropes. Enemy ship within range are also grappled. If in movement, the ship is now being dragged by the Burning Rose.
- Count 40: Using her magic ring, Captain Flora Rodgers commands the cannons of the ship to fire. The Burning rose has 4 cannons on each size and one at the front. Each shot has +6 to hit 22 (4d10). If the target is still grappled all shots hit dealing 180 Hull damage.
- Count 60: Using her magic ring, Captain Flora Rodgers commands the ship to consume. The Burning Rose appears to gain life, its form shifts and it opens up like a huge gapping mouth to cosume an enemy ship. If the ship has less that 50% of it's total hit points it's immediatly destroyed. Creatures within the ship gain a reaction to move their full movement and jump over to the Burning Rose. Creatures within the ship while it's cosumed and destroyed by the Burning Rose die immediatly.