Magic Weapons. Maztal's attacks count as magical.
Immutable Form. Maztal is immune to any spell or effect that would alter its form.
Legendary Resistance (2/day). If Maztal fails a save, he can choose to succeed instead.
Die in Flames. Upon hitting 0 hit points, Maztal explodes in a fiery sphere. All creatures with a 25 ft. radius sphere must make a DC 16 dexterity saving throw. On a failure take 25 (5d10) fire damage and be knocked prone. On a success take half damage.
Multiattack. Maztal makes two weapon attacks and one special attack.
Flaming Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (1d6+3) fire damage.
Flintlock. Ranged Weapon Attack: +8 to hit, range 100/300ft., one target. Hit: 6 (2d6 + 2) piercing damage.
Spinning Strike (Recahrge 5-6). Maztal makes a circle of flames and steal with his cutlass. All creatures withing 5ft must make a DC 17 dexterity saving throw or take 8 (1d8+4) slashing damage plus 12 (3d6+3) and are pushed back 5ft. On a successful save, take half damage.
Charging Slash (Recharge 5). Maztal moves up to 10 ft forward and makes a cutting attack with his Flaming Cutlass. Melee Weapon Attack: +10 to hit, range 5ft., one target. Hit: 12 (2d8+4) slashing damage plus 9 (2d6+3). All attacks Maztal makes against a hit creature are rolled at advantage until the end of his next turn.
Overhead Stike (Recharge 5). Maztal swings his Flaming Cutlass up high and makes a heavy swing towards an enemy. Melee Weapon Attack: +10 to hit, range 5ft., one target. Hit: 16 (2d12 + 4) slashing damage plus 19 (4d8+3). All creatures within 5 ft gain an opportunity attack against Maztal before he attacks. Upon a hit, roll a constitution saving throw equal to 10 or the damage taken from the highest damaging attack. On a failure, the attack ends.
Quickstep. Maztal moves 10 ft in any direction without provoking an attack of opportunity.
Quickshot. When a creature moves within 5 ft of maztal, he can make one attack with his flintlock.
Parry. Maztal adds 5 to its AC against one melee attack that would hit it. To do so, Maztal must see the attacker and be wielding a melee weapon.
Maztal can make 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. Maztal regains spent legendary actions at the beginning of his next turn.
Captain's Order. Maztal commands all of his crew members within 50 ft. All of his crew can move up to their speed.
Flintlock. Maztal makes one attack with his flintlock.
Flaming Cutlass (2 actions). Maztal makes an attack with his flaming cutlass.
Description
Captain Maztal of the Reckless Talon was once a great pirate on the Ardian Sea. His name was known to many, though he was never the greatest pirate on the waves. He was a greedy man and wanted more.
He made a pact with the Devil Angron to be the most feared pirate on all the seas. His request was granted, though he was cursed as well. He and his crew would forever sail the seas as emissaries of Angron. They came to strike fear into any who saw the burning ship approaching.
Lair and Lair Actions
Captain Maztal's ship, the Ship of the Damned is his lair. A ship made of red wood that appears as if it is on fire, with sails alight with the blaze of Hell.
Lair Actions. On initiative count 20 (losing initiative ties), Maztal can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- Maztal Commands his ship to launch a broadside volley at any target within range. (Recharge 6)
- Maztal calls an army from the seas to rise up and attack. 2 Infernal Skeletons and 1 Infernal Skeleton Captain rise up from the ocean within 30 feet of Maztal. (4/day)
- Maztal chooses up to 10 members of his crew to combust. All creatures within 10 ft of one of the Maztals crew must make a DC 16 dexterity saving throw or take 20 (5d8) fire damage. (1/day)
Comments