Sunlight Sensitivity. While in sunlight, Captain Lissanex Vizier has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Devils Sight. Captain Lissanex Vizier can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Coat of the Captain. Captain Lissanex Vizier starts combat under the effects of a 5th level Armor of Agathys.
Spellcasting. Captain Lissanex Vizier is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Captain Lissanex Vizier has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Chill Touch, Mage Hand, Mind Sliver
1st-5th level (2 5th-level slots): Hunter's Mark, Armor of Agathys, Hellish Rebuke, Silence, Misty Step, Fireball, Hypnotic Pattern, Blight, Banishment, Negative Energy Flood
Rod of the Kraken Lord. As an action Captain Lissanex Vizier can hold the Rod of the Krakenlord and regain 1 expended warlock spellslot. He can use this feature once per long rest.
Multiattack. Captain Lissanex Vizier makes 3 attacks with his double blade, or two attacks with Svítání (Sunrise). Captain Lissanex Vizier does not need to reload Svítání, as it is fired with eldritch ammunition, nor does he have a misfire chance.
Double Blade. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 2) slashing damage. A creature struck by this attack is marked. A creature marked by this weapon takes an additional 1D6 damage at the start of their turn. Once a creature has taken damage this way they are no longer marked.
Svítání (Sunrise). Ranged Weapon Attack: +9 to hit, range 80/320 ft., 1 target. Hit: 11 (1d10 + 5) piercing damage. + 3 (1d6) radiant damage. Any creature that is hit by this weapon is marked with Silvery Runes that spread from the point of contact. As a bonus action, Captain Lissanex Vizier can make the silvery runes shed bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally the affected creature or object can’t benefit from being invisible. This affect lasts until the marked creature dies or you mark another creature.
Marksmen's Shroud. As a bonus action, a spectral barricade surrounds Captain Lissanex Vizier, granting him half cover from all attacks. This Shroud lasts for one minute, until Captain Lissanex Vizier dies, or he dismisses it as a bonus action. This ability can be used once per long rest.
Tentacle of the Deep. As a bonus action, Captain Lissanex Vizier creates a 10-foot-long tentacle at a point he can see within 60 feet of him. The tentacle lasts for 1 minute or until he uses this feature to create another tentacle. When he creates the tentacle, he can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of his next turn.
As a bonus action on his turn, he can move the tentacle up to 30 feet and repeat the attack .
He can summon the tentacle 4 times, and he regains all expended uses when he finishs a long rest.
Parry and Grapple. Captain Lissanex Vizier can, when targeted by melee attack, raise his blade to intercept the attack. Increase his AC by 1D8 for this attack. If the triggering attack misses, Captain Lissanex Vizier can immediately attempt to grapple to the attacking creature with his third arm.
If Captain Lissanex Vizier is grappling a creature like this, his AC is increased by +2, and the grappled creature has disadvantage on attack rolls against Captain Lissanex Vizier.
Captain Lissanex Vizier 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. Captain Lissanex Vizier regains spent legendary actions at the start of its turn.
Ready! Aim! (Costs 1 Action). A spectral cannon is conjured and aimed at one target within 100ft. Make a ranged attack against that target with a +9 to hit. If hit, the target takes 24 (4D10) Force damage and is knocked Prone.
Charge! (Costs 1 Action). Captain Lissanex Vizier moves double his speed and makes 1 attack with his Double Blade against 1 target within range.
Summon the Crew (Costs 1 Action). Creates 2D6 Wight Minions within 30ft of Captain Lissanex Vizier. These Crew have all the same stats as a Wight, but only have 1 hit point and fail all saving throws. These creatures roll initiative as a group.
Description
Captain Lissanex Vizier stands at near 5'5, and is dressed in a resplendent red buttoned jacket, metal plates sewn in carefully to provide protection. This jacket rests upon a ruined body of decayed strands of flesh that slough of blackened, moldy bones. A rotten powdered wig sits atop a stained skull covered in barnacle growths, and where his eyes would be glow a sickly yellow flame. A third, skeletal arm loosely hangs from under his right armpit, crudely grafted to his body; whether it was attached pre or post-mortem is hard to discern.
In his right arm he holds a savage and rusted weapon, an impractical elven double blade, which he wields single handedly. In his left he holds a beautiful 6 barreled pistol, a dark leather stock golden barrels with silver decoration. His third arm is empty, but possess 6 fingers.
Magic Items. Captain Lissanex Vizier has several magic items on his person. He is wielding and attuned to the magic pepperbox pistol, Svítání (Sunrise). He is wearing and attuned to the magic +1 studded leather armor, the Coat of the Captain. He is also attuned to the Rod of the Krakenlord. The effects of these magic items are included in the stat block.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Captain Lissanex Vizier takes a lair action to cause one of the following effects; Captain Lissanex Vizier can't use the same effect two rounds in a row:
- The arms of the dead that hang limply from the walls spring to life, and spectral hands reach out to those nearest. Up to 5 creatures that Captain Lissanex Vizier can see must make a DC 17 Strength Saving Throw or be grabbed and pulled towards the walls. Creatures who failed their saving throw are restrained against the walls and cannot regain hitpoints until the end of their next turn.
- Balls of Magical Darkness spring forward from the cursed anchor in the centre of the room. Captain Lissanex Vizier picks 3 points within sight, creating a 40ft diameter sphere from the centre of the chosen point. These spheres persist until either dispelled (DC 14, or 4th level dispel), or until the start of the next Lair Action.
- A thick fog rolls in, obscuring the area heavily. Each creatures vision is reduced to 10ft, and sound is muffled so creatures can only hear within 30ft of them. A strong wind can clear an area temporarily, but quickly refills should the wind subside. Captain Lissanex Vizier is unaffected by this fog, but his crew is affected.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/2/2023 7:49:15 AM
|
7
|
1
|
1
|
Coming Soon
|
|
|
4/3/2023 6:07:08 AM
|
16
|
1
|
--
|
Coming Soon
|
|
|
4/24/2023 2:07:45 AM
|
18
|
1
|
--
|
Coming Soon
|
Comments