Arc Shield. The Captain is protected by an over shield that grants the Captain 50 temporary hit points. Every turn that the over shield is still active, it regains 10 hit points. The over shield takes double damage from lightning damage and stops it from regaining hit points. Once the over shield drops to 0 hit points, the Captain must take a short rest to recharge the over shield.
Elusive Eliksni. Attacks against the Captain cannot have advanatage while they aren't incapacitated and can't be surprised.
Magic Resistance. The Captain has advantage on saving throws against spells and other magical effects.
Spider Climb. The Captain can use it's climbing speed on all surfaces without it counting as difficult terrain, even when upside down.
Multiattack. The Captain makes three melee attacks or two ranged attacks.
Arc Blades. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) slashing damage plus 12 (4d6) lightning damage.
Shrapnel Launcher. Ranged Weapon Attack: +10 to hit, range 80/120 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 12 (4d6) fire damage.
Fallen Command (3/day). The Captain summons five Shanks and orders five other Fallen that can see and hear them to make an attack against an enemy they can see.
Teleport. The Captain can teleport himself and any equipment he is wearing or carrying into an unoccupied space up to 30 feet away.
Previous Versions
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1/31/2023 3:18:32 PM
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1/31/2023 3:22:08 PM
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2
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1
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Coming Soon
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