Indomitable (3/Day). The pirate warlord can reroll a saving throw it fails. It must use the new roll.
Survivor. The pirate warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Multiattack. The pirate warlord makes two weapon attacks.
Great Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Hand Crossbows. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 10 (1d8 + 5) piercing damage.
Net (Recharge 6). The pirate warlord grabs a net from his belt and throws it at one target within 15 feet. Target must succeed on a DC17 Dexterity saving throw or be restrained. As an action, the restrained target can make a DC 17 Strength check, pushing the netting aside on a success. The netting can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The pirate warlord can take 3 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. The warlord regains spent legendary actions at the start of its turn.
Command Ally. The pirate warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Lunge Attack (Costs 2 Actions). The pirate warlord moves 5 feet in any direction and makes a weapon attack. Hit: 19 (3d8 + 5) slashing damage.
Frighten Foe (Costs 2 Actions). The pirate warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.