Medium Undead, Neutral Evil
Armor Class 18
Hit Points 67 (9d8 + 27)
Speed 0 ft., Fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages The languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. Captain Aneirin can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, Captain Aneirin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Mind Blast (Recharge 5–6). Captain Aneirin magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Horrifying Visage. Each non-undead creature within 60 feet of Captain Aneirin that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the captain is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the captain’s Horrifying Visage for the next 24 hours.

Wail (1/Day). Captain Aneirin releases a mournful wail, provided that he isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of him that can hear him must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Legendary Actions

Captain Aneirin 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. The captain regains spent legendary actions at the start of its turn.

Flight. The captain flies up to half its flying speed.

Command. The captain can select up to two of his spectral crew and grant them advantage on their next attacks.

Summon. The captain can summon 1d4 specters from the sunken wreckages below the depths to join his crew.

 

Habitat: CoastalUnderdark

SyllisBrandor

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