Sneak Attack. Once per turn, Captain Blackheart deals an extra 31 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of a boatswain that isn’t incapacitated and Captain Blackheart doesn’t have disadvantage on the attack roll.
Spellcasting. Captain Blackheart is a 8th level spellcaster. His spellcasting ability is [+8] (spell save DC 6, +2 to hit with spell attacks). Captain Blackheart has following Wizard spells prepared:
Cantrips (at will): Booming Blade, Acid Splash, Fire Bolt.
1st level (4 slots): Cause Fear, Magic Missile, Disguise Self, Ray of Sickness.
2nd level (3 slots): Cause Fear, Magic Missile, Icy Knife, Hold Person.
3rd level (2 slots): Cause Fear, Magic Missile, Icy knife, Hold Person.
4th level (1 slot): Polymorph, Wall of Fire.
Nine Lives Stealer. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 17 (4d8) [Piercing] damage.
If this attack is a critical hit (19 - 20) against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Thrust. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 48 (10d8 + 7) [Piercing] damage.
Slash. Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 28 (5d8 + 7) [Slashing] damage.
Flurry of Blows. Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action.
Patient Defense. Take the Dodge action as a bonus action on your turn.
Step of the Wind. Take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Celestial Revelation (Necrotic Shroud). Blackhearts eyes briefly become pools of darkness, and ghostly, flightless wings sprout from his back temporarily. Creatures other than Blackhearts allies within 10 feet that can see him must succeed on a DC 16 Charisma saving throw or become frightened until the end of their next turn. Until the transformation ends, once on each of Blackhearts turns, deal an extra 21 (4d10) necrotic damage to that target when dealing damage to it with an attack or a spell.
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Description
The most feared sky pirate on the shattered coast, and for good reason.
It is said that he controls the largest and most ruthless band of pirates to ever grace the skywaves (The clouds). A cold hearted man with one goal in mind, to harness the power of the grail, a mythical object said to grant its bearer true immortality.
He will do anything to get his hands on "the grail".
Lair and Lair Actions
The Dead-Mans Galleon. (3 Actions)
On initiative count 2 (losing initiative ties), Captain Blackheart takes a lair action to cause one of the following effects; Captain Blackheart can’t use the same effect two rounds in a row:
- Bury Alive (Requires 3 Actions): A character must succeed on a Dexterity Saving throw or be swallowed by the earth, as if buried alive. The target immediately begins suffocating, cannot use spells with a verbal component, is restrained, and must succeed on a Strength check (DC 10) at the start of their turn to get their head above ground*. Once they do so, they must use their action to escape the restrained condition.
- Wild Beast (Requires 2 Actions). A character who has a companion or familiar must make a contested Wisdom check (DC 15). If they fail, any companion or familiar currently following the target will now move towards and attack the target with its action.
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