Legendary Resistance (3/Day). If Isabella fails a saving throw, she can choose to succeed instead.
Evasion. If Isabella is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Master Duelist (Recharge 5–6). When Isabella misses with an attack roll, she can choose to reroll the attack with advantage.
Fearsome Reputation. Isabella has advantage on Charisma (Intimidation) checks against creatures who know of her reputation as a pirate captain.
Unerring Navigator. Isabella cannot become lost at sea except by magical means, and she has advantage on ability checks related to sailing or navigation.
Multiattack. Isabella makes three attacks with her cutlass or pistol.
Cutlass. +9 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 5) slashing damage.
Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 13 (2d6 + 5) piercing damage.
Captain Isabella has 12 shots in her bandolier.
Storm’s Fury (Recharge 5-6). Isabella summons a burst of storm energy. Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Swashbuckler's Flourish. Captain Isabella can make a melee weapon attack with her cutlass and add her Charisma modifier to the damage of the attack. This attack must be against a creature she hasn’t attacked this turn.
Grit and Glory (Recharge 5–6). Isabella can inspire herself and nearby allies. She regains 10 hit points, and each ally within 30 feet of her gains temporary hit points equal to her Charisma modifier (minimum of 1) for 1 minute.
Seize the Moment (1/Short Rest). Isabella can use her bonus action to give herself advantage on her next attack roll this turn. If the attack hits, it deals an additional 2d6 damage.
Tactical Retreat. Isabella moves up to half her speed without provoking opportunity attacks.
Pirate Captain's Command. As a bonus action, Isabella can command a friendly creature within 60 feet of her that can hear her to make one weapon attack.
Parry. Isabella adds +2 to her AC against one melee attack that would hit her. To do so, Isabella must see the attacker and be wielding a melee weapon.
Legendary Actions (3/Day):
Captain Isabella can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn.
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Move. Isabella moves up to her speed without provoking opportunity attacks.
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Swift Strike. Isabella makes a Cutlass attack.
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Command Crew (Costs 2 Actions). Isabella commands a pirate ally to take an additional attack or move up to their speed.
Description
Captain Isabella commands The Tempest, a formidable pirate ship capable of withstanding fierce battles. While aboard the ship, Isabella has access to unique lair actions tied to the vessel, and her command of both the crew and the environment makes her an even more fearsome force to reckon with on the high seas.
Tactics
Captain Isabella uses her high Dexterity and tactical prowess to outmaneuver opponents in combat, favoring quick and precise strikes with her cutlass. She relies on Tactical Retreat and her mastery of the sea to control engagements. Her legendary actions make her a highly adaptable combatant, ensuring she can reposition or assist her crew when needed. As a pirate captain aboard The Tempest, she takes full advantage of her lair actions to turn naval battles in her favor, using the ship’s weaponry and the very elements to dominate the battlefield.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Isabella can take one of the following lair actions while aboard The Tempest. She can’t use the same lair action two rounds in a row.
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Swivel Gun Barrage. The Tempest's guns fire shrapnel in a 20-foot-radius sphere. Each creature must make a DC 16 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half on a success.
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Howling Winds. Strong winds buffet a 60-foot-radius area, forcing creatures to make a DC 16 Strength saving throw or be pushed 15 feet in a direction Isabella chooses.
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Storm's Fury. A bolt of lightning strikes a target within 120 feet. The target must make a DC 16 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
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Rolling Deck. The ship lurches violently. Each creature must make a DC 15 Dexterity saving throw or be knocked prone.
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Call the Crew. Two pirate crew members (use Bandit statistics) emerge from below deck to assist in combat.
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Ghostly Apparition (If Cursed). Spectral versions of the crew manifest, and enemies must make a DC 16 Wisdom saving throw or be frightened until the end of their next turn.
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