Multiattack. The Captain makes two hook attacks, either Coral Grief or Keelhaul.
Coral Grief. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 4) slashing damage. The target must make a DC 14 Dexterity saving throw or become restrained by barnacles until the end of their next turn.
Keelhaul. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 4) slashing damage. The target must make a DC 15 Constitution saving throw or suffer 12 (4d4 + 4) bleeding damage (provided the target is capable of bleeding).
All Hands on Deck! (Recharge 5-6). The Captain lets out a heartening bellow, increasing the morale of his fellow crew members. Each ally of the captain within 60ft. gains 3d4 temporary hit points, and has advantage on all attack rolls until the end of their next turn.
Description
Once the leader of one of the many crews along the coast, the Captain now rules over the monstrosities of the Shroud and leads them to battle. Despite his left arm consumed by a cluster of starfish and so engulfed by barnacles, his ferocious hook rallies his men and tear the flesh with great ease. These days more than before, the Captain is the sole master onboard after his god...
The Captain is a backline support enemy that can provide massive buffs not only to itself, but its entire party with All Hands on Deck!. Beyond this, it has two different attacks with its hook, both of which deal moderate damage
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