Undead Nature: Captain Skullbeard does not need to eat, sleep, drink, or breath. Although he still can eat things like normal.
Captain Skull beard is a 5th level Caster and can cast the following spells. Intelligence is his casting modifier.
At will
Animate Dead
Chill Touch
Mage Hand
Message
Shape Water
Thrice Per Day
Find Familiar (Owl reskinned as a skeleton Parrot)
Disguise Self
Charm Person
Once Per Day
Cloud of Daggers
Misty Step
See Invisibility
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 5 (1d8 + 3) piercing damage.
Captain Skullbeard has 5 legendary actions and can use them once per round at any point in time.
He can cast any spell, or attack with either of his weapons.
He can also use his legendary action to use a lair action.
Description
Captain Skullbeard is a name that most sailors and many necromancers know. He rides the 7 Seas on his ship the Jolly Skelly plundering for the simple sake of it. His crew is mostly the undead remains of those he slaughters but he won't refuse helping a young necromancer learn the dark arts for extra mates.
Captain Skullbeard is as jolly as he as ruthless. He cheers the fruitful victories of his crew and apprentices one minute and savagely slaughter a foolish scurvy dog the next.
His origins? A secret only to his most trusted.
Lair and Lair Actions
Captain Skullbeard's lair is his ship the Jolly Skelly.
There is no passive effect when within or onboard to all but undead. Any undead within 100ft. of the Jolly Skelly gain 3d4 (9) temporary hit points. Any undead onboard the ship will passively regain 1d6 hit points per 10 minutes on board. Any undead that aboards the ship will receive a permanent increase to their intelligence stat (10) and will gain advantage on their next roll. Captain Skullbeard can choose if a creature that aborads the ship gets disadvantage if he chooses (no cost to him).
Captain Skullbeard can use a legendary action to give his ship double its movement speed for 3 turns or give everyone on board (that he chooses) double actions this turn.
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