Legendary Resistance (3/Day). If Captain Dave fails a saving throw, he can choose to succeed instead.
Spellcasting. Captain Dave is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). Captain Dave has the following warlock spells prepared:
Cantrips (at will): Booming Blade, Green Flame Blade, Mage Hand, Minor Illusion, Prestidigitation, Thunderclap
9th level (15 slots): Counterspell, Darkness, Eyebite, Feeblemind, Forcecage, Hellish Rebuke, Maddening Darkness, Mental Prison, Psychic Scream, Shadow of Moil, Summon Aberration, Synaptic Static, True Polymorph, Vampiric Touch
Old Sea Dog. Captain Dave is immune to drowning and has a swim speed equal to walking speed.
Eldritch Protection (Mythic Trait; Recharges after a Short or Long Rest). When Captain Dave is reduced to 0 hit points, he doesn't die or fall unconscious; instead, his chest cuts open and his skull splits in half, revealing a wildly growing and pulsating heart and brain. Each of these organs has an AC of 22 and 150 hit points, and are immune to all conditions as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. If they make a saving throw, the brain has 10 (+0) in its Strength, Dexterity, and Constitution ability scores and keeps Captain Dave's Intelligence, Wisdom, and Charisma ability scores, while the heart has 10 (+0) in its Intelligence, Wisdom, and Charisma ability scores and keeps Captain Dave's Strength, Dexterity, and Constitution ability scores. If the brain is killed before the heart, Captain Dave cannot cast any spells in the 9th-level spells category, but deals double damage with weapon attacks; if his heart is killed before his brain, he cannot make weapon attacks but deals double damage with spells in the 9th-level spells category. If Captain Dave finishes a short or long rest, his body heals, his organs regenerate, and they are sealed back up. When both the brain and heart are destroyed, Captain Dave dies.
Multiattack. Captain Dave can make up to four attacks with his cutlass, and can replace any of them with pistol attacks.
Cutlass. Melee Weapon Attack: +18 to hit, reach 5 ft, one target. Hit: (4d8 + 10) slashing damage.
Pistol. Ranged Weapon Attack: +18 to hit, range 30/90 ft, one target. Hit: (4d10+10) piercing damage.
Corrupting Presence. The eldritch visage of Captain Dave corrupts and twists creatures around it. Any humanoid within 180 feet of Captain Dave that can see him must make a Wisdom saving throw (save DC 27) or become charmed by him, attacking any other uncharmed humanoids nearby. Creatures with a Wisdom score of less than 11 automatically fail. This save can be repeated by those affected whenever Captain Dave takes damage.
Tentacle Shield (recharge 2-3). When Captain Dave is about to be hit by an attack, he can roll a d6 and add it to his Armor Class to try to prevent the damage as tentacles appear from seemingly nowhere to block the attack.
Captain Dave 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 Dave regains spent legendary actions at the start of his turn.
Cast Spell. Captain Dave casts a Warlock spell from his prepared spell list.
Spell Rejuvenation (Costs 2 Actions). Captain Dave can spend as many spell slots as he'd like to gain temporary health equal to 10 times the number of spell slots used.
Regenerate Spell (Costs 3 Actions). Captain Dave regains two of his spent spell slots.
If Captain Dave's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Eldritch Protection.
Magic-Infused Weapon. Captain Dave can expend a spell slot to add magic to either of his weapons, adding 10d6 force damage to their next attack. He then can make one attack with either his cutlass or pistol on any target.
Tentacle Growth (Costs 2 Actions). Captain Dave can call upon the powers of the eldritch gods to summon tentacles from the ground or sea, slamming into all those who would oppose him. Every character he chooses within 120 feet must make a Dexterity saving throw (save DC 28), falling prone on a failure. Until the end of Captain Dave's next turn, the ground within 120 feet of him is extra-difficult terrain as the tentacles sweep, taking 3 feet of movement for every 1 foot moved. The tentacles also can make opportunity attacks on any creatures moving more than 10 feet, with a +10 to hit and dealing 2d10+10 bludgeoning damage on a successful hit. If hit by a tentacle, the creature must make a Strength saving throw (save DC 20) or be grappled by the tentacle until Captain Dave's next turn.
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