Undead Fortitude: If damage reduces the undead pirate captain to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken unless the damage is radiant or from a critical hit. On a success, the undead pirate captain drops to 1 hit point instead.
Sailor's Resilience: The undead pirate captain has an advantage on saving throws against being frightened or charmed.
Multiattack: The undead pirate captain makes three melee attacks.
Cutlass: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
Pistol: Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Rotting Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) necrotic damage.
Command Undead (Recharge 5-6): The undead pirate captain targets one undead creature it can see within 30 feet of it. The target must succeed on a DC 13 Charisma saving throw or be controlled by the captain for 1 hour
Parry: The undead pirate captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
The Undead Pirate Captain is a fearsome foe, reanimated to lead its undead crew with unholy vigor. Clad in tattered finery and wielding both cutlass and pistol, this once-proud captain now serves dark powers. With a grim determination and a spectral glow in its eyes, the captain commands its minions with ruthless efficiency, ensuring that its undead crew continues to terrorize the seas.







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