Amphibious. Captain Krakenblight Is able to breath Air and Water
Multi-attack. Captain Krakenblight makes 3 Cutlass Slash attacks or 2 Kraken's Blast and 1 Kraken's Grip attack.
Cutlass Slash: +7 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) Slashing damage.
Kraken's Blast: +7 to hit, range 60 ft., 1 target. Hit: 10 (1d8 + 6) Lighting damage. Targets hit by this attack have disadvantage on their next Saving Throw.
Kraken's Grip: +8 to hit, reach 30 ft., Up to 3 targets. Hit: 7 (1d8 + 3) Bludgeoning damage. If the target is a large or smaller creature, it is grappled (escape DC 15 Strength). If The Captain moves while grappling creatures, the creatures are moved along with The Captain.
Overboard. When Captain Krakenblight is within 10 ft of a submergible body of water, it can dive into the water as a bonus action. If he currently has any targets grappled by his Kraken's Grip ability, the grappled targets must make a DC 17 Strength Save. On a success, Captain Krakenblight does not move into the water. On a failure, grappled targets are pulled into the water as well. If one target succussed the check but another failed, Captain Krakenblight may release the successful target and pull the failed target into the water.
Kraken's Lighting. When Captain Krakenblight has creatures grappled by it's Kraken's Grip, They must make a Constitution DC 15. On a fail, they take 2D10 Lighting Damage and have disadvantage on their next Strength Check. On a success, they only take half damage.
Turning Tides. If a creature comes within 5ft of Captain Krakenblight, they can attempt to swing their tentacles at that creature to force them away. The targeted creature must make a DC 15 Dexterity save. On a failure, creature is pushed back 10 ft and takes 1d10 Bludgeoning damage. On a save, they are not pushed back and take no damage. If this reaction is used while underwater, the target is Grappled instead of being pushed back.
(Costs 1 Actions) Kracken's Grip: Make 1 Kraken's Grip attack.
(Cost 1 Actions) Tidal Wave: While on land, all creatures within 15ft The Captain must make Dexterity Saving DC 17 or be knocked back 20 ft away from The Captain and take 4d6 bludgeoning damage. On a save, they take half damage and are only knocked 10 ft back.
(Costs 3 Actions) Wrath of the Deep: While Underwater, The Captain can channel his powers and create a whirlpool around 40 ft of him. Any hostile creatures caught in this effect are pulled 10 ft closer to The Captain and takes 3d8 Bludgeoning damage.
Description
The Pirate Lord of The Deep
A pirate captain who has been warped into a monstrous fiend. In his life, Captain Krakenblight went by Kegan Moorewind and served as a ship swab aboard the Blue Tyrant. Years of being mistreated and underpaid drove Kegan to lead a munity and murder the captain in his sleep. As Captain Moorewind he spent decades terrorizing the seas and pillaging any settlement he could reach.
Near the end of his life, Captain Moorewind learned of a legend that he could become immortal by consuming the heart of a Kraken. The hunt for the Kraken led to all of his crew to their deaths and cost the captain his left arm, but he was finally able to devour the heart of the slain Kracken.
His skin grew pale, and his severed arm was replaced with a mass of tentacles. He could feel new energy fill his body like in his youth. The Kraken's blood began to seep into the Blue Tyrant, forming a connection with its captain.
Now an abomination of the sea, he took up the name Captain Krakenblight and began a long campaign terrorizing the sea. He believes that those who can't defend themselves deserves to be plundered and refuse to acknowledge any authority that rivals his own, be it governments or gods.
Tactics
Captain Krakenblight's playstyle is focused on crowd control and manipulating the position of his enemies. Abilities like Kraken's Blast and Kraken's Lighting can be used to give disadvantage on saving throws, thus making it easier for them to fall prey to Kraken's Grip and Overboard.
Captain Krakenblight is most dangerous while he is underwater, so he should use his abilities to force his enemies into the water with him. While submerge, he can either overwhelm his enemies with increased movement and variety of attacks or attempt to drown them by keeping them submerged.
While on his ship, The Blue Tyrant, Captain Krakenblight has a major advantage. He can easily sense any intruders boarding his ship, so stealth will be difficult. He can spawn pirate spirits to help distract his enemies, but the primary function of the boat in combat is to disorient the enemy. The Diving and Evasive Maneuvers can used to disrupt enemy formations and disrupt their plans.
One of his most useful combos is to use his Kraken's Grip attack followed by Kraken's Lighting, then on his next turn use his Overboard bonus action to drag his grappled targets in the water where he has more of an advantage.
Lair and Lair Actions
His Ship, The Blue Tyrant
The captain has a special bond with his ship, allowing him to control it psychically to a certain extent. He does not need a crew to man his ship. The Blue Tyrant uses the Warship Stat Block.
Lair Actions
On initiative count 20 (losing initiative ties), Captain Krackenblight takes a lair action to cause one of the following effects: Captain Krackenblight can’t use the same effect two rounds in a row:
- The Blue Tyrant begins moving regardless if it has crew or not.
- Submerge/Resurface. The Captain commands the ship to either dive underwater or rise up to the surface. This action takes 1 whole turn to complete and is signaled by a rumbling sensation that everyone on the ship can feel. Any creatures that were on the ship when it dives are pulled under with it. The max depth the ship can reach is 100 ft from the water's surface. When the ship resurfaces, each creature besides The Captain takes 1d10 Bludgeoning damage from
- The Captain can call upon the spirits of his former crew to aid him in his fight. 1D8+2 Pirate Spirits spawn on The Blue Tyrant under The Captain's control. The creatures use the Bandit Stat Block but are treated as Undead instead of Humanoid.
- The Captain can order his ship to take evasive maneuvers. Hostile creatures onboard the ship must make a DC 15 Dexterity save or fall prone in a random direction 10 feet from where they stood.
Regional Effects
The region containing a legendary Captain Krakenblight’s ship is affected by a magical influence, which creates one or more of the following effects:
- Sea life within 20 miles of the ship begin behaving unnaturally. Aquatic monsters become more common and smaller sea life avoid the area entirely.
- Mist begins forming in a 5 mile radius of the ship.
- Storms and other dangerous sailing weather become more common within 20 miles radius.
If Captain Krakenblight dies, these effects fade over the course of 1d6 days.
Previous Versions
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10/8/2022 6:28:01 PM
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12
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2
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1.0
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Coming Soon
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