Medium Undead, Neutral Evil
Armor Class 17 Armor Scraps
Hit Points 102 (12d8 + 48)
Speed 30 ft., walk 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
19 (+4)
INT
18 (+4)
WIS
19 (+4)
CHA
17 (+3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60ft, Passive Perception 17
Languages Common, Thieves' Cant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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 Constitution 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.

Actions

Multiattack. The undead pirate makes two sword and two tentacle attacks.

LongswordMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

TentaclesMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Bonus Actions

Lightfooted. The undead pirate can take the Dash or Disengage action as a bonus action on each of its turns.

Reactions

Parry. The undead pirate adds 2 to its AC against one melee attack that would hit it. To do so, the undead pirate must see the attacker and be wielding a melee weapon or have a free tentacle.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Skeletal pirates kidnap the crew of a flagship. After the prisoners are taken to the deck of a pirate ship, a tall figure pushes past the strange crew. It is the notorious undead pirate captain.

Curious Captain. This clever, devious monster is a terrifying opponent. The hidden tentacles in his back only reveal themselves when he attacks.

Legendary Leader. His rowdy band of pirates are very loyal. The captain assembled the motley crew, and they will do anything for him. Every band of undead pirates has their own captain.

Undead Nature. An undead pirate doesn’t require air, food, drink, or sleep.

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.

Damphir_

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