Blessing of The Great One. When Grimclaw reduces a hostile creature to 0 hit points, or scores a critical hit with a weapon or spell attack, he gains 20 temporary hit points.
Devil's Sight. Grimclaw can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Innate Spellcasting. Grimclaw's spell casting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Grimclaw can innately cast the following spells, requiring only verbal components.
At will: alter self
1/day: feeblemind, finger of death, flesh to stone
Spellcasting. Grimclaw's spell casting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Grimclaw can innately cast the following spells, requiring only verbal components.He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:
Cantrips (at will): eldritch blast, friends, mage hand, prestidigation
1st-5th level (3 5th level slots): armor of agathys, arms of hadar, banishment, cloud of daggers, counterspell, dimension door, fly, gaseous form, hallucinatory terrain, hunger of hadar, invisibility, misty step, vampiric touch
Pact of Blood. Enhanced by the fiendish blood coursing through his body, all of Grimclaw's weapon attacks deal an extra 1d4 of damage (included in the attacks).
Spectral Hands. Grimclaw's ghost arms grant him an additional 5 feet of reach with melee weapon and spell attacks.
Witch Sight. Grimclaw can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of him and within line of sight.
Multi-attack. Grimclaw makes three attacks with Reaper or his talons, or one attack with either and one eldritch blast attack.
Eldritch Blast. Ranged Spell Attack: +10 to hit, range 300 ft., one creature. Hit: 10 (1d10 + 5) force damage. This attack fires 3 beams, you choose the target for each of them. If you choose so, a target has to make a DC 11 Strength saving throw or is pushed back 10 feet when damaged.
Reaper. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 necrotic damage.
Talon. Melee Weapon Attack: + 9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage. Grimclaw heals by half the total damage dealt by this attack.
Wrath of the Scorned (1/day, duration 5 minutes)The hatred and rage of being exiled by his people explodes in a dazzling display of arcane horror. A 60 foot radius around Grimclaw turns dark, emanating a fowl and unsettling aura. As a bonus action, or as a reaction to being attacked, Grimclaw can teleport anywhere in this 60 foot area. Each creature who starts their turn in this area or moves through it on their turn must make a DC 18 Wisdom saving throw. On a failed save, a creature loses all its remaining movement for that turn. Any creature of Grimclaw's choice takes 1d4 necrotic damage at the start of their turn so long as they are within this area. Grimclaw heals by the damage dealt in this way. He can make talon attacks against any creature in this area regardless of their distance from him.
Parry. The captain adds 2 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.
Legendary Resistance. (2/Day). If The Captain fails a saving throw, it can choose to succeed instead
Description
When you are born a Kiwi, a flightless and armless Aarakocra, life doesn't come easy. Living in a society that is founded in the aerial prowess of its species, Kiwi's tend to start at the bottom of the barrel. From the day Urakh came into this world, he was faced with the uphill battle that he shared with his kin. At a young age he was forced to find work in order to help provide for his brothers and sisters, making sure his family would be able to survive in this harsh reality.
He served briefly as a spotter in the crow's nest of an aerial transport ship, but after he lost his right eye in a skirmish, had become unfit to keep even that lowly job. It was here, in his short service in the fleet, that he met his best friend, another "freak", as people would call him, a gnome with dwarfism. Aptly named Tiny Pete.
After Urakh had been sacked from his job, he started dabbling in dark arts he had come into contact with in the years he had spent traveling the world. On one end afraid to return home with more bad news and the other angered by the adversities he had been faced with his whole life. Things that had only seemed like tall tales shared by unsavory sailors, actually seemed to have contained some fragments of truth and thus Urakh came into contact with an immensely powerful being. A being that gave Urakh access to its powers through a cursed blood pact. Thus Captain Urakh Grimclaw was born, seeking vengeance upon the society that had once cast him out and against all the people who shunned him.
He gathered a band of misfits, including his good friend and now Quartermaster Tiny Pete, he stole a ship and tormented the seas. He sunk mostly military and merchant vessels, as a way to get back at society. His ship became known as The Grim Reaper and become known as the terror of the seas.
Note: All information, and images, for this creation are not my own. I found it online, author unknown and wanted to reproduce on here for my own campaigns.
Lair and Lair Actions
A pirate ship, The Grim Reaper boasting a crew of about 100 of the strangest band of Swashbucklers. Roughly 200 feet long and 40 feet wide with 3 decks of cannons, The Grim Reaper is capable of taking on a fleet of ships by herself. Under Grimclaw's hands, it is a symbol of terror and opposition against a society that would cast out those that don't fit in. She indiscriminately sinks ships to satisfy her captain's bloodlust and strike fear within the hearts of the people.
Lair Actions
On initiative count 20 (losing initiative ties), Brood takes a lair action to cause one of the following effects; Grimclaw can’t use the same effect two rounds in a row:
- The Grim Reaper spawns 1d4 Swashbucklers. They have the same statistics as what is in Volo's Guide to Monsters except they appear with only 1 HP
- Grimclaw commands his ship to move suddenly in any random direction. Those on the ship must make a DC 15 Strength or Dexterity save or fall prone.
Regional Effects
The region containing Grimclaw’s lair is the area patrolled by his infamous ship, The Grim Reaper and the ship herself create one or more of the following effects:
- The seas 5 miles from Grim Reaper become rough and choppy making travel harder and half speed.
- The skies will swirl with dark clouds and an ever decreasing temperature, causing freezing rain and snow to form.
If Grimclaw dies, these effects fade over the course of 5d20 days.
Previous Versions
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