Terrorizing Command (Recharge 5-6). As a bonus action, Captain Bloody Hook can incite fear among his crew. Up to 6 allies within 30 feet who can hear him gain advantage on their next attack roll or saving throw, and their attacks deal an extra 1d8 psychic damage until the end of their next turn.
Bloodthirsty Assault (1/Day). As an action, Captain Bloody Hook commands his crew to unleash a savage attack. Each enemy within 60 feet who can see or hear him must make a DC 20 Wisdom saving throw. On a failed save, a creature is frightened for 1 minute. While frightened, a creature is paralyzed, and it takes 36 (8d8) psychic damage at the start of its turn. On a successful save, the creature is not frightened but takes 18 (4d8) psychic damage.
Multiattack. Captain Bloody Hook makes three attacks with his Bloody Hook and one with his Cursed Cutlass.
Bloody Hook. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (3d10+5) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be cursed by Bloody Hook’s dark magic, reducing its maximum hit points by 10 (3d6) until the curse is removed by a greater restoration spell or similar magic.
Cursed Cutlass. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (2d8+5) slashing damage plus 10(3d6) necrotic damage.
Blood Frenzy (Recharge 5-6). Captain Bloody Hook makes two Bloody Hook attacks and gains temporary hit points equal to 20 + his Constitution modifier if both attacks hit the same creature. The creature hit must make a DC 20 Constitution saving throw or be stunned until the end of Captain Hook's next turn
Paralyzing Hook. When Captain Bloody Hook is hit by an attack, he can use his reaction to counterattack with a brutal hook strike. The attacker must make a DC 20 Constitution saving throw. On a failed save, the attacker takes 18 (4d8) necrotic damage and is stunned until the end of its next turn. On a successful save, the attacker takes half damage and is not stunned.
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