Blood Frenzy. Captain Grimtide has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. Captain Grimtide can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Pack Tactics. Captain Grimtide has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. Captain Grimtide makes three attacks: one with his bite and two with his trident.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d+3) piercing damage.
Trident. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d+3) piercing damage, plus 3 (1d6) lightning damage if the target is wearing metal armor.
Lightning Bolt (Recharge 5-6). Captain Grimtide casts a bolt of lightning from his trident. Each creature in a 60-foot line that is 5 feet wide must make a DC 14 Dexterity saving throw, taking (6d6) lightning damage on a failed save, or half as much damage on a successful one.
Description
Captain Grimtide cuts an imposing figure, standing tall and proud upon the deck of his ship, the Tempest. His form is that of a fearsome Sahuagin, with sleek, mottled gray scales that shimmer in the dim light of the stormy sea. His eyes, cold and calculating, gleam with an eerie intensity, reflecting the depths of his ruthless nature.
Previous Versions
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5/15/2024 6:50:35 PM
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5/15/2024 7:30:24 PM
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