Reactive. Captain Sunder can make 2 reactions every round.
Fancy Footwork. When the captain makes an attack against a creature, Captain Sunder does not provoke opportunity attacks from that creature for the rest of the round.
Turn Immunity. The captain is immune to Turn Undead.
Lightfooted. The captain can take the Dash or Disengage action as a bonus action on each of its turns.
Multiattack. Captain Sunder makes three attacks using any of the following options.
The Sunderer. Melee Weapon Attack, +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 +4) slashing damage plus damage equal to the amount of times the target has been hit with the Sunderer.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft. or range 20/90 ft., 1 target. Hit: 6 (1d4 + 4) piercing damage.
Pistol. Ranged Weapon Attack: +8 to hit, range 50/150 ft., 1 target. Hit: 9 (1d10 + 4) piercing damage.
Grenade. Ranged Weapon Attack: range 30/60 ft., every creature in a 5 ft. radius must make a DC 12 dexterity saving throw. On a fail, the target takes 12 (4d6) piercing damage or half as much on a successful one.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Strategical Advantage. Captain Sunder makes an attack against someone who attacked him other than with an explosive.
Description
Captain Sunder is a legendary skeletal pirate captain from ages since past. He dons an uncocked cavaliers hat with a twisting red feather tucked to the back. The captain wears a long black coat with golden epaulettes on the shoulders. The captain's belt is under his coat. He also wears a white shirt and dark brown trousers, along with black boots. He wields what he has dubbed as "The Sunderer", a magical cutlass that thins the blood of whatever unlucky soul may find themselves in a tussle with him.
Contrary to what may come to mind when thinking of a skeleton pirate captain, Sunder maintains class and cleanliness aboard his ship; he may have lost his flesh, but his brain is still metaphorically sharp as ever!
Lair and Lair Actions
The Ocean's Ghost is Captain Sunder's dreaded galleon. If there's anything that a crew of sailors fears more than an attack by the mighty kraken, it's the sight of this ship on the horizon.
Lair Actions
On initiative count 14 (losing initiative ties),Captain Sunder takes a lair action to cause one of the following effects; Captain Sunder can’t use the same effect two rounds in a row:
- 2-3 crew members roll a lit gunpowder keg towards the enemies at the signal of their captain. This keg rolls until it hits something, in which it will detonate causing minor damage to the ship and 16 (4d8) fire damage to those who were hit by it and failed a DC 14 saving throw. The keg has a 25% chance to burn out if it is rolled in heavy rain, or a 10% chance in light rain. The target is set on fire if hit.
- A crew member rolls a canon into combat and fires it next round. If the canon is on the top deck, it is loaded with cannonballs and deals 40 (8d10) bludgeoning damage to a creature if they are hit dead on. This damage can be halved with a successful DC 20 dexterity saving throw. If this is used in lower decks, The cannon is loaded with glass shards and other sharp objects, as to not seriously damage the ship. On a failed DC 18 dexterity saving throw, a creature hit dead on will take 12 (3d8) piercing damage or half as much on a successful save.
- 4 crew members come to tie a player to a mast or simply to restrict movement. A successful DC 16 Strength saving throw is required to escape. If the saving throw is failed, the creature gains the "grappled" status effect until cut loose. You can escape by cutting the rope with a knife, dagger, or similar weapon for three rounds.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/25/2021 3:44:27 AM
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8
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1
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5
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Coming Soon
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7/15/2021 4:06:11 PM
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5
|
1
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5e
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Coming Soon
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