Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): flaming sphere, barkskin
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Corwin has three legendary resistances per day. He can use these at will to succeed a saving throw.
Three per turn
Coralstep - Corwin may use a legendary action to move 15 feet and transport himself through any solid surface of The Emperor
Poison Mist - Corwin uses two legendary actions to cause the corrupted coral on the Emperor's hull to expel poisonous gas. All creatures on the ship must make a DC 15 Constitution saving throw or take 2d6 poison damage.
Ropey Goo - Corwin uses two legendary actions to cause the corrupted coral on the Emperor's hull to expel sticky, ropey goo. All creatures on the ship must make a DC 15 Dexterity saving throw or be restrained. The creature may make a DC 15 Athletics check to tear themselves from the goo on their turn.
Call upon the Crew - Corwin uses two legendary actions to bring two dead crew members back as ghouls loyal to him
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