Amphibious. Captain Dakrym Hail can breathe air and water.
Unwavering Will. Captain Dakrym Hail is Immune to being frightened or charmed.
Multiattack. Captain Dakrym Hail makes two attacks with Storm-Carver, or uses Wind Javelin twice.
Storm-Carver. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (6d6 + 9) lightning damage and 23 (4d6 + 9) slashing damage.
Wind Javelin. Captain Dakrym Hail gathers wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
Command Ally. Captain Dakrym Hail uses his bonus action to shout a command at an allied creature he can see within 120 feet. That creature can then make a weapon attack against a creature or structure within range that they can see.
Parry. Captain Dakrym Hail adds 4 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
The giant 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 giant regains spent legendary actions at the start of its turn.
Command Ally. Captain Dakrym Hail Commands a member of his crew to attack one creature within range. This can be a melee attack, or a ranged weapon attack, but not a spell.
Gust. Captain Dakrym Hail targets a creature he can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction he chooses.
Thunderbolt (2 Actions). Captain Dakrym Hail hurls a thunderbolt at a creature he can see within 600 feet of him. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
One with the Storm (3 Actions). Captain Dakrym Hail vanishes, dispersing himself into the storm surrounding his lair. He can end this effect at the start of any of his turns, becoming a giant once more and appearing in any location he chooses within his lair. While dispersed, he can’t take any actions other than lair actions, and can’t be targeted by attacks, spells, or other effects. Captain Dakrym Hail can use this ability outside his lair, but not if another creature is using a control weather spell or similar magic to quell the storm.
Description
Captain Dakrym Hail is a Legendary Storm Giant captain from ancient times. A hero among all giant kind for his decorated service in their centuries-long war against dragons in the past age, his ship and crew were nearly wiped out by an ambush from 2 adult dragons. As he sank toward the bottom of the sea, his rage for his fallen allies overtook him, and he swore vengeance against all those who would threaten his crew, his kind, or their dominion over the world. In this time of desperation, a voice called out to him from the depths, and offered him the power to seek out this vengeance. When he accepted the deal, Captain Hail became what some believe to be the world's first Quintessant -- a storm Giant that can become one with the storm itself -- and also became nearly immortal in the process. He know sails the open seas upon his great ship, Leviathan, along with his Giant-kin crew.
Lair and Lair Actions
Captain Dakrym Hail's Lair
Captain Dakrym Hail has no need for a traditional lair, as his domain is his great and powerful ship, The Leviathan. Anywhere on this ship, or in the waters surrounding it that are affected by the ship's storm radius is considered his lair, as it is all territory under his control.
Lair Actions
Captain Dakrym Hail can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), He can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Captain Dakrym Hail creates a thunderclap centered on a point anywhere on his ship. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
- Captain Dakrym Hail creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere on his ship. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until he disperses it (no action required), and it can’t be dispersed by wind.
- Captain Dakrym Hail creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere on his ship. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing The Leviathan is warped by Captain Dakrym Hail's presence, which creates one or more of the following effects:
- High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.
- Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.
- Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If Captain Dakrym Hail dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days.
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