Captain of the Soaring Thayne. The following rules apply to Captain Thalavar:
- As long as the Soaring Thayne has at least 1 hit point, the Captain can’t be permanently slain. If the Captain is reduced to 0 hit points and the ship has at least 1 hit point, the Captain re-forms 1d6 days later in the ship’s cargo hold with all its hit points.
- While away from the Soaring Thayne, the ghost can use a bonus action to magically teleport back to the ship, either to the lower cargo hold or a location it can see.
- while aboard the Soaring Thayne the Captain is immune to turning effects
- the Captain cannot willing move more than 1 league away from the Soaring Thayne if forced to pass beyond this limit the Captain disappears reforming on the Soaring Thayne 1d6 days later
Undead Nature. The lich doesn’t need air, food, drink, or sleep.
Frightful Presence. Each creature of Captain Thalavar's choice that is within 120 feet of Captain Thalavar and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Captain Talavar's Frightful Presence for the next 24 hours.
Undead Fortitude. If damage reduces Captain Thalavar 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, Captain Thalavar drops to 6 hit point instead
Multiattack. Captain Thalavar makes three Unhallowed Scimitar attacks or damning flintlock attacks in any combination if all three attacks are with the Damning Flintlock the area around Captain Thalavar becomes lightly obscured until the start of his next increasing his AC by 2
Unhallowed Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can’t regain hit points until the start of Captain Thalavar's next turn.
Damning Flintlock. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) necrotic damage.
Pressgang (1/day) The Captain call apon the nearby restless souls of the dead summoning 1d4 Skeleton cannoneer, 1d3 wraith, 1d2 Drowned Maiden, or one Deathwisp.
Captain Thalavar can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Captain Thalavar regains spent legendary actions at the start of his turn.
Sea legs (Cost 1 action). regain 1 superiority dice
Part of the Ship (Costs 2 Actions). up to 3 target undead and/or dead players become one with the ship healing it a number of damage equal to their maximum hp
Part of the Crew (cost 2 Actions). target unconscious player rises as an undead with half their maximum hp
Description
Captain Thalavar has a maximum of 3 superiority dice and knows 3 battle master techniques
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Riposte: When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.
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Disarming strike: When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw DC15 or drop one object of your choice that it’s holding, with the object landing in its space.
- pushing attack: When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw DC15 or be pushed up to 15 feet directly away from you.
Lair and Lair Actions
The deck of the ship "the Soaring Thayne".
Lair Actions
On initiative count 12 (losing initiative ties), Captain Thalavar takes a lair action to cause one of the following effects; the Captain can’t use the same effect two rounds in a row:
- Summons the rigging of the ship to attempt to restrain the players. they must make a DC 13 Dex save or be restrained
- The ship lists to one side players must make a Dc13 Dex Save or move 5 feet the direction it Listed and falls prone should they be at the edge of the ship they must make a dc 16
- a bell tolls all undead aboard regain 3d4 and all living aboard must make a dc14 con save or take 3d4 necrotic damage
Regional Effects
The region containing the legendary Captain’s lair is under the effect of control weather, which creates one or more of the following effects:
- wind does not blow within a 1 league of radius centered on "the Soaring Thayne"
- whenever someone takes cold damage they must make a DC 5 Con save or gain 1 point of exhaustion
If the Captain dies, these effects fade over the course of 1d4 days.
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