One with the ship: Captain Valtor can merge with the ship and appear anywhere within 60 feet of where he entered.
Spellcasting:
Cantrips: Shape of Water
1st level: Thunderwave (5/daily)
2nd: Enlarge/Reduce (4/daily)
3rd: Animate Dead (∞/daily) Misty Step (∞/daily)
4th: Control Water (∞/daily)
5th: Cone of Cold (Recharge on 5-6 when rolling a D6)
-
Multiattack: Captain Valtor can use his Frightful Presence. He then attacks twice with his cutlass or once with his pistol.
-
Cutlass: Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 8) slashing damage.
-
Pistol: Ranged Weapon Attack: +14 to hit, range 60 ft./120 ft., one target. Hit: 24 (6d6 + 6) piercing damage.
-
Frightful Presence: Each creature of Captain Valtor's choice within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Captain Valtor's Frightful Presence for the next 24 hours.
-
Reload Pistol: Captain Valtor can use a bonus action to reload his pistol, allowing him to fire it again during his next turn.
-
Cutlass Flourish: Captain Valtor can use a bonus action to add extra damage to his cutlass attacks. He adds an additional 1d8 slashing damage to his next cutlass attack.
-
Taunting Strike: Captain Valtor can use a bonus action to taunt a nearby enemy. The enemy must make a Wisdom saving throw against Captain Valtor's Frightful Presence DC or be compelled to attack him on their next turn.
-
Swift Maneuver: Captain Valtor can use a bonus action to command his ship to make a quick turn or change course, potentially surprising enemies or avoiding danger.
-
Disengage: Captain Valtor can use a bonus action to disengage from an enemy, allowing him to move away without provoking an opportunity attack.
-
Distracting Shot: Captain Valtor can use a bonus action to fire his pistol at an enemy, distracting them and giving his allies an advantage on their attacks against that enemy until the end of Captain Valtor's next turn.
-
Rally Undead: Captain Valtor can use a bonus action to rally any undead creatures under his control, granting them temporary hit points and a bonus to their attack rolls for one round.
Master of Waves. When a creature attempts to leave The Death's Grasp they must make a DC 20 Strength save or be knocked 10 feet back onto the ship and it uses the rest of their movement so they can't escape.
-
Call of the Damned (Costs 2 Actions): Captain Valtor raises his cutlass and lets out a bone-chilling call. Up to 6 undead creatures of CR 5 or lower within 120 feet of Captain Valtor are immediately animated and become under his control. The undead creatures appear anywhere within 60 feet of Captain Valtor.
-
Ship's Maneuver (Costs 2 Actions): Captain Valtor commands his ship to move up to its speed, or make a 90-degree turn without losing speed.
-
Blade Storm (Costs 3 Actions): Captain Valtor swings his cutlass in a wide arc, attacking all creatures within 10 feet of him. Each creature in the area must make a DC 25 Dexterity saving throw, taking 20 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
Summon the Dragon Turtle: Captain Valtor takes out a horn and blows it with all his might, calling forth a powerful ally. On the next initiative count 20, an adult dragon turtle appears within 120 feet of Captain Valtor. The dragon turtle is charmed by Captain Valtor and acts immediately after him.
Description
Captain Valtor is an ancient undead pirate, with tattered clothes and rotting flesh. He wears a tricorn hat with a skull and crossbones emblem, and carries a cutlass and a flintlock pistol. His ship, the Death's Grasp, is a massive black galleon with tattered sails and cannons on every deck.
Lair and Lair Actions
Lair Actions:
When fighting on his ship, Captain Valtor can take a lair action on initiative count 20. The DM rolls a d4 to determine which lair action occurs (two lair actions every turn):
-
Rise of the Dead: Captain Valtor summons 6 skeleton crew members to aid in repairing the ship. The Black Kraken regains 150 hit points, and the crew members appear on the ship's deck, ready to fight for their captain.
-
Healing Mist: A mist rises onto the deck, cutting visibility in half for enemy creatures. Captain Valtor heals for 50 hit points.
-
Devastating Wave: A wave slams over the ship, knocking any enemy prone and dealing 2d10 bludgeoning damage. Creatures in the area must make a DC 20 Strength saving throw or take the damage and become prone. If a creature fails the saving throw by 10 or more and is within 10 feet of the edge of the ship, they must make a DC 15 Acrobatics or Athletics check or fall off the ship and into the water.
-
Cursed Cannons: Captain Valtor's cannons fire a volley of cursed shot, dealing 20 (6d6) force damage to a target within 120 feet of the ship. The target must make a DC 25 Constitution saving throw or become cursed, taking an additional 20 damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/27/2023 3:49:35 PM
|
10
|
0
|
5
|
Coming Soon
|
|
|
4/27/2023 3:58:30 PM
|
9
|
0
|
--
|
Coming Soon
|
Comments