Corrupting Touch: When the Pirate Lord passes through a person or creature they must make a wisdom saving throw of 15 or take 3d6 necrotic damage (half on a successful save)
Intangibility: The Pirate Lord can pass through walls and rough terrain without any hindrance.
Spellcasting. The Pirate Lord is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, 7 to hit with spell attacks). The Pirate Lord has the following sorcerer spells prepared:
Cantrips (at will): [Ray of Frost], [Chill Touch], [Poison Spray]
1st level (4 slots): [Cause Fear], [Earth Tremor], [Fog Cloud]
2nd level (3 slots): [Blur], [Crown of Madness], [Shadow Blade]
3rd level (3 slots): [Counterspell], [Fireball], [Hypnotic Patter]
4th level (3 slots): [Control Water], [Greater Invisibility], [Ice Storm]
5th level (1 slots): [Cone of Cold]
Multiattack. The Pirate Lord makes two attacks with its Obsidian Cutlass
Obsidian Cutlass. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing attack damage.
Dreadful Glare. The pirate lord targets one creature it can see within 60 feet of it. If the target can see the pirate lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the pirate's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of the pirate lord for the next 24 hours.
Reaction Name. Enter the description for your action.
The pirate lord 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 pirate lord regains spent legendary actions at the start of its turn.
Attack. The pirate lord can make one attack with its Obsidian Cutlass or uses its Dreadful Glare.
Water Shield. The pirate lord forms a cyclone of water around him for one round pushing any creatures within 5 feet back 10 feet. While in the cyclone the pirate lord also adds +2 to its AC
Raise Undead (Costs 2 Actions). The pirate lord summons 1d4 undead pirates to his aid. Each undead pirate has an AC of 12 and has 25 Hp. On their turn they can make a Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6(1d8+ 2) slashing attack damage.
Channel Negative Energy (Costs 2 Actions). The pirate lord magically unleashes negative energy. Creatures within 60 feet of the pirate lord, including ones behind barriers and around corners, can't regain hit points until the end of the pirate lord's next turn.
Whirlpool (Costs 2 Actions). The pirate lord magically transforms into a whirlpool, which has a 30 ft range, and reverts to its normal form at the start of it's next turn. While in Whirlpool form, the pirate lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Each creature within the range of the whirlpool must make a Strength saving throw of 16 or be sucked into the whirlpool taking 22(5d8) damage. Any person who is currently unconscious must make a death saving throw if they are sucked into the whirlpool. Equipment worn or carried by the pirate lord remains in its possession.
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 20 (losing initiative ties), the pirate takes a lair action to cause one of the following effects; the pirate can’t use the same effect two rounds in a row:
- Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
- The pirate lord can go underwater until the next round and regains 1d12 health.
- The pirate lord controls water and can use it to ensnare up to two creatures of his choice. The creature must make a Strength saving throw of 15 or be grappled until the end of the round.
Regional Effects
The region containing a legendary pirate’s lair is covered in a dense fog and contains knee-high water and rocks, which creates one or more of the following effects:
- Perception checks now have a disadvantage.
- This region is considered rough terrain.
- If any treasure is taken while in the pirate lord's area the pirate lord knows the location of that creature at all times until either the pirate lord is killed or the treasure is dropped.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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7/8/2019 2:48:01 AM
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Coming Soon
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