Magic Resistance. Blackbeard has advantage on saving throws against spells and other magical effects.
Deadly Critical. Blackbeard scores a critical hit on a roll of 18-20 and rolls the damage dice three times, instead of twice.
Sharpshooter. Attacking at long range doesn't impose disadvantage on Blackbeard's ranged weapon attack rolls and their range weapon attacks ignore half cover and three-quarters cover. Additionally, before making an attack with a ranged weapon, Blackbeard can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Action Surge. Blackbeard can push themselves beyond their normal limits for a moment. On Blackbeard's turn, they can take one additional action on top of your regular action and a possible bonus action. Blackbeard can use it twice before a rest, but only once on the same turn.
Sneak Attack. Once per turn, Blackbeard can deal an extra 10d6 damage to one creature they hit with an attack if they have advantage on the attack roll.
Evasion. When Blackbeard is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if you fail.
Sea Legs. Blackbeard has advantage on ability checks and saving throws to resist being knocked prone.
Multiattack. Blackbeard makes three weapon attacks.
Flaming Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) piercing damage plus damage.
Flintlock Pistols. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 10(3d6) fire damage.
Hellfire Orb (Recharge 5/6). Blackbeard hurls a magical ball of fire that explode at a point he can see within 120ft. Each creature in a 20ft radius sphere centered on that point must succeed a DC 20 Dexterity saving throw. The sphere spreads around the corners. On a failed throw a creature takes 35(10d6) fire damage and 35(10d6) force damage, or half as much on a successful one.
Second Wind. Blackbeard has a limited well of stamina that they can draw on to protect themself from harm. On Blackbeard's turn, they can use a bonus action to regain hit points equal to 1d10 + 20. Once they use this feature, they must finish a short or long rest before they can use it again.
Cunning Action. Blackbeard's quick thinking and agility allows them to move and act quickly. Blackbeard can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge. When an attacker that Blackbeard can see hits them with an attack, they can use their reaction to halve the attack’s damage against them.
This act costs Blackbeard's mage 5 mana points and 3 levels of exhuastion.
Noble Phantasm Queen Anne's Revenge. Blackbeard summons the ghostly visage of Queen Anne's Revenge. Dark storm clouds and heavy gales make it difficult to see. Any creature within a 30ft radius must succeed a DC 18 Wisdom saving throw or be blinded.
Queen Anne's Revenge acts immediately after Blackbeard's turn until destroyed (300HP, AC 15) or Blackbeard is incapacitated and she sinks back into the shadowy depths. Blackbeard cannot use the same effect two turns in a row.
Queen Anne's Revenge can move 100ft on her turn
Hurricane Anne. Each creature standing within a 30ft radius must succeed a DC 20 Athletics check or be swept up into the hurricane winds, creatures who fail take 22(4d10) force damage and be knocked prone, a success takes half damage and is not knocked prone.
Cannons! Ranged Weapon Attack: +6 to hit, range 500/2000 ft., one target. Hit: 44 (4d10) bludgeoning damage and (4d10) fire damage (6 cannons fire).
Strength of the Sea. Wave pull around Blackbeard. Every creature of large or smaller size within 30 feet must succeed on a DC 23 Strength check or be pushed 25 ft away from Blackbeard.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Very little is known about the origins of Edward Teach. What is known is shrouded in the mythology and lore of who he became, the most notorious pirate of the Golden Age–Blackbeard.
Born sometime around 1680, little is known about his early life. Most likely a mariner on a privateer ship (a legal form of piracy sanctioned by the crown), Blackbeard's story truly begins in 1717 with the start of his infamous pirate career. Though notorious for the terror he inspired off the coasts of the Americas and Bahamas, his career was relatively short–lasting only two years. In that short time he gripped the public’s imagination and his legend was born.
Sharing the seas with such legends as Captain Benjamin Hornigold (whose crew he joined in 1716), Stede Bonnet (The Gentleman Pirate, who joined Blackbeard’s fleet) and the ruthless Charles Vane (Blackbeard’s one-time first mate), Blackbeard stands apart as the most captivating pirate to ever set sail. What marked Blackbeard as unique was his mind for strategy and playing on psychological fears. Blackbeard avoided brutality, cruelty and dishonorable behavior in favor of intelligence, cunning, and theatricality. Blackbeard was rumored to weave small wicks and glue strips covered in gunpowder into the plaits of his thick black hair and beard and set them alight earning him his nickname.
Before he was finally killed (for a sizable bounty of 100 pounds and in a fight where his forces were outnumbered two-to-one) he blockaded Charles Town in South Carolina, formed a fleet of rogue ships able to overcome contingents of the British Royal Navy, commanded scores of buccaneers, and nearly acclimated into colonial society’s nobility. He met his end on November 22 1718, following a ferocious battle. On that day Blackbeard and several of his crew were killed by a small force of sailors led by Lieutenant Robert Maynard.
Since the end of the Golden Age of Piracy, Blackbeard and his exploits have become the stuff of lore, inspiring books, films and even amusement park rides.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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11/30/2023 3:17:23 AM
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