Incorporeal Movement. Captain Camrose can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Undersea Legs. Captain Camrose does not suffer any penalties for being underwater when he makes an attack roll, saving throw, or ability check.
Legendary Resistance (3/Day). If Captain Camrose fails a saving throw, he can choose to succeed instead.
Multiattack. Captain Camrose makes a life drain attack and uses Winds of the Deep if it is available.
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and Captain Camrose regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.
Winds of the Deep [Recharge 4-6]. Captain Camrose channels the Four Winds, creating a riptide at the seabed that drags and batters creatures caught in it. Up to four creatures of Captain Camrose's choice must succeed on a Strength saving throw (DC 16) or take 4d8 bludgeoning damage, become restrained, and be moved to a space up to 15 feet away. On a failed save, they take half damage and suffer no other effects.
Captain Camrose 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. Captain Camrose regains spent legendary actions at the start of his turn.
Life Drain. Captain Camrose uses his life drain attack.
Teleport (Costs 2 Actions). Captain Camrose incorporeally flows through the undersea currents, teleporting to an unoccupied space within 60 feet.
Lair and Lair Actions
Lair Actions
When fighting inside its lair, the wreck of The Lady Camrose, Captain Camrose can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Captain Camrose can take one lair action to cause one of the following effects:
Blood in the Water. The blood spilled in battle calls 1d4-1 reef sharks (minimum of 1) to join the fight. They act on initiative count 20 (after lair actions).
Riptide. Captain Camrose compels the ocean to take the invaders away from his beloved ship. Up to four creatures of Captain Camrose's choice must succeed on a Strength saving throw (DC16) or be pushed 30 feet directly away from him.
Silt Storm. The moving currents kick up a cloud of silt and sand from the seabed. Captain Camrose casts fog cloud, which does not require concentration to maintain and lasts until the next lair action is taken.
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