- Lightfooted. The undead pirate can take the Dash or Disengage action as a bonus action on each of its turns.
- Pull Themselves Together. If the undead pirate loses a limb or other body part, it can reattach it.
- Sea Legs. The undead pirate has advantage on ability checks and saving throws to resist being knocked Prone.
- Sunlight Sensitivity. While in sunlight, the undead pirate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- The Moon Doesn’t Lie. Only moonlight reveals the undead pirate’s true skeletal form.
- Undead Fortitude. If damage reduces the undead pirate to 0 hit points, it must make a Constituion saving throw with a DC of 3 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead pirate drops to 1 hit point instead.
Multiattack. The Undead Captain makes 2 attacks with the chained scimitar and one with the tentacles
Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft., 1 target. Hit: 9 (1d10 + 4) [bludgeoning] damage.
Chained Scimitar. RangedWeapon Attack: +7 to hit, range 5/30 ft., 1 target. Hit: 11 (2d6 + 4) [slashing] damage
Chained Scimitar. Hit: +7, Range 5, 1 target, Hit: 7 (1d6+4) (slashing)
Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft., 1 target. Hit: 8 (1d8 + 4) [bludgeoning] damage.
Parry. The Undead Captain defends itself against one melee attack, adding 2 AC to try and avoid the attack as long as it has a melee weapon or free tentacle.
The Undead Captain can use 2 legendary actions per round after a players turn
- Move up to it's movement speed
- Attack with either it's tentacles or chained scimitar
- Interact/order it's crew around to perform tasks (it's up to to you, the DM to decide what they can do based on the location)
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Yo ho ho fartface.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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