Medium Aberration, Neutral Evil
Armor Class 17 natural armor
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +5
Skills Athletics +7
Damage Resistances Necrotic
Senses Darkvision 60ft., Passive Perception 11
Languages Common, Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Taken Corruption. The corrupted taken form of the Captain exudes corrupted taken energies into the world around it. While a non-taken creature is within 15 feet of the Captain, the creature's movement speed is halved, the creature may not take the dash action, and the creature may not regain hit points.

Additionally, when a creature that possess this taken corruption starts its turn within 15 feet of another creature with the taken corruption feature, roll a d12. If the amount rolled is less than the number of creatures within 15 feet that have taken corruption, the creature dies if it has a CR of 5 or lower, all creatures within 15 feet take 11 (2d10) force damage, and a Taken Blight is summoned to the nearest unoccupied space.

Jolt. The Captain's shock blades inflict Jolt on hits. While a creature has points of Jolt, the creature takes additional lightning damage each time they take damage from any source, equal to 3 (1d6) lightning damage per point of Jolt they have. A creature loses Jolt points on a short or long rest, or from a lesser or greater restoration or equivalent magics.

Actions

Multiattack. The Captain makes two attacks with either its shock blades or shrapnel launcher.

Shock Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus and additional 4 (1d8) lightning damage. Additionally the target creature gain one point of Jolt.

Shrapnel Launcher. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 9 (2d6 + 2) lightning damage.

Bonus Actions

Darkness Bolt. The captain throws a bolt of darkness in a 30-foot-line that is 10-feet-wide. All creatures within this line must make a DC 14 dexterity saving throw. On a failure the creature is deafened and blinded until the end of its next turn.

Reactions

Blink. If an attack roll would hit the Captain, it may choose to teleport to an unoccupied space of its choice within 30 feet. If the triggering attack can not hit the Captain in its new location, the attack misses. Otherwise the attacker must make a new attack roll against the Captain.

Monster Tags: aberration

IttaPupu42

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