Medium Humanoid (Human), Any Non-Lawful Alignment
Armor Class 15 (studded leather)
Hit Points 157 (21d8 + 63)
Speed 30 ft.
STR
14 (+2)
DEX
19 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws STR +6, DEX +8, CON +6, INT +4, WIS +7, CHA +7
Skills Athletics +4, Deception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight, Passive Perception 10
Languages Any language from any soul the ship has claimed.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The abhorrent overlord’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: Bane, Entangle

4/day each: Arms of Hadar, Blindness/Deafness, Misty Step

2/day each: Black Tentacles, Blight

Evasion When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Magic Resistance. The Captain has advantage on saving throws against spells and other magical effects.
Blind Sense The captain senses everything and effectively sees everywhere on The Shadow and 20ft around it. He is fed information mentally of outside occurances. 
Actions

Multiattack. The captain makes two melee attacks with its scimitar.

Shadow Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus one DC 13 Con Save for 9 (2d8) necrotic damage per round if any attack connects.

Storm of Souls (Recharge 5–6); The captain riles up all the lost souls on the ship. A swarm of souls made up of every race imagineable burst all throughout the ship. 

Any creature that is on, in, or within 20ft of The Shadow, must make a DC 15 Dexterity saving throw. A creature takes 16 (2d10) necrotic damage and is restrained on a failed save, or half as much damage on a successful one.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

Legendary Actions

The captain can take 2 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 captain regains spent legendary actions at the start of its turn.

Throw Dagger  Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

What Do We Do With a Drunken Sailor  Spectral ropes swing at a target trying to tie them up. Target surffers disadvantage on the next saving throw.

Description

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The captain had these qualities in spades. He tried to tame The SHadow with his crew to claim its treasures. He ultimately failed and was punished by being forced to watch as his crew were all hanged by ghostly ropes right before his eye were gouged out. The ony living being allowed on The Shadow, he is now forced to captain and protect The Shadow while sensing and hearing his crew's souls being eternally bound and tortured. He prays for the day he is released for his servitude and allowed to leave the sea behind, hopefully alive.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Jixel89

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