Armor Class
17
Natural Armor
Hit Points
175
(15d10 + 50)
Speed
30 ft.
STR
19
(+4)
DEX
16
(+3)
CON
17
(+3)
INT
11
(+0)
WIS
11
(+0)
CHA
12
(+1)
Saving Throws
STR +7, DEX +6, CON +6, INT +3, WIS +3, CHA +4
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities
Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Stunned, Unconscious
Senses
Passive Perception 10
Languages
Any language from any soul the ship has claimed.
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Traits
Great Weapon Master When the monster attacks and scores a critical hit with a melee weapon or reduce a creature to 0 HP with one, they make one melee weapon attack as a bonus action. Before they make a melee attack with a heavy weapon that they can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Goring Rush Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Actions
Multiattack. The Bosun makes two melee attacks. One with its Greataxe and one with its horns.
Shadow Greatsword. Melee Weapon Attack: +8;to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus one DC 13 Con Save for 9 (2d8) necrotic damage.
Horns Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 2d6 +4, instead of the bludgeoning damage normal for an unarmed strike.
Agonizing Yell [rollable](Recharge 5–6) The ship has memorized the death scream of all its victims. They are able to scream the same one over and over again as a weapon to torment others.
Any creature within 20ft of the yell, must make a DC 15 Wisdom saving throw. A creature takes 16 (2d10) psychic damage and is frightened on a failed save and half damage on successful one.
Reactions
One With The Ship As a reaction you can teleport anywhere on the ship. What triggers the skill is if either you are attacked by a ranged attack or if someone is actively attacking the ship itself. The ships comes first.
Ropes of Misery When attacked an Officer of The Shadow can use a reaction to lash out a ghostly rope that does 10 (2d8) necrotic damage DC13. On a succesful save the attacker takes half damage. On a failed save the opponent takes full damage and their movement speeds drops to 0
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