Legendary Resistance (3/Day).
If Voidstride fails a saving throw, he can choose to succeed instead.
Undead Fortitude.
If damage reduces Voidstride to 0 hit points, he 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, Voidstride drops to 1 hit point instead. If damaged by any source of Radiant damage, a Critical hit, or he fails the saving throw, he still drops to 1 hit point unless the Conditions of Cursed Lighthouse are met, but if met, he dies.
Dread Captain's Aura.
Creatures within 30 feet of Voidstride feel an overwhelming sense of dread. Hostile creatures within the area must make a DC 18 Wisdom saving throw or be frightened of him for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect can only affect players once per encounter per day.
Hellish Appearance.
Voidstride's form is wreathed in shadows and brimstone. Creatures that see him for the first time on a turn or start their turn within 10 feet of him must succeed on a DC 18 Constitution saving throw or take 21 (6d6) necrotic damage. This effect can only affect players once per encounter per day.
Sea's Curse.
Voidstride is permanently bound to the ocean and cannot be restrained by effects that would trap him on land; the waves will engulf him and pull him, which could cause damage, back to the ocean(any opening he can get through will not cause damage, for every size below his own, he will take 6d6 damage(21)+8 for every size smaller than his own size, small would be 29, tiny would be 58). He can breathe underwater, and while on a burning sea vessel or his own, his movement speed doubles.
Weakness - The Cursed Lighthouse
Voidstride's immortality is tied to the beacon of an ancient, submerged lighthouse. If the light is extinguished or destroyed, Voidstride’s Undead Fortitude ceases to function, and he can be slain. However, this beacon is protected by powerful sea magic, requiring a specific artifact to extinguish it.
Multiattack.
Voidstride makes three attacks with his Voidblade or Pistol of the Abyss.
Voidblade (Longsword).
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 5) slashing damage + 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by the amount of necrotic damage dealt. This reduction lasts until the creature finishes a long rest. If the target dies from this attack, it rises as a zombie under Voidstride's control at the start of his next turn.
Pistol of the Abyss (Firearm).
Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target.
Hit: 22 (4d8 + 4) piercing damage + 10 (3d6) necrotic damage.
Summon Abyssal Fog (Recharge 5-6).
Voidstride summons a thick, burning vapor, smog, in a 60-foot radius around him. The area is heavily obscured, and all creatures inside the smog take 18 (4d8) fire damage at the start of their turns. The fog lasts for 1 minute or until dispersed by a strong wind or if Voidstride is damaged.
Call the Leviathan (1/Day).
Voidstride can summon Shryrak, the Abyssal Leviathan. It takes 1d4 rounds for the creature to appear from the ocean depths. Upon arrival, Shryrak acts on its own initiative and remains for 1 hour or until dismissed by Voidstride.
Voidstride can take 3 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. Voidstride regains spent legendary actions at the start of his turn.
Shadow Step.
Voidstride teleports up to 30 feet to an unoccupied space he can see. He can move through objects and creatures during this teleport, but if he ends his turn inside an object, he is shunted to the nearest open space and takes 10 force damage.
Void Strike.
Voidstride makes one Voidblade attack.
Dread's Reach (Costs 2 Actions).
Voidstride releases a wave of necrotic energy in a 20-foot cone. Each creature in the cone must make a DC 18 Dexterity saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Captain Morvus Voidstride’s visage is a grim reminder of death itself. He stands tall, with gaunt features hidden beneath a tattered black pirate coat that seems to be made of smoke rather than fabric. His skin is pale, almost translucent, with veins of dark energy pulsing beneath it. Voidstride’s eyes glow with an otherworldly, spectral light, peering out from beneath a captain’s tricorn hat that appears centuries old. His long, disheveled hair moves like it’s underwater, drifting in an unseen current.
Where flesh remains, it is marred by decay, blackened by necrotic energy, and pockmarked with scars from countless battles. His hands are skeletal yet unnaturally strong, and they grip a cutlass forged from pure shadow. His voice is low and echoes with the mournful cries of the souls of the drowned, sending chills down the spines of those who hear it. His presence is surrounded by a fierce, choking, oppressive smog that clings to the air, and his footsteps make no sound as he strides across his cursed ship.
The smell that follows is a constant brimstone and seared flesh; a glow of orange resonates from his chest and is seen in his throat.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Voidstride can take a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row:
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Blackened Waves. The water within a 60-foot radius of Voidstride becomes treacherous. Each creature in the area must succeed on a DC 18 Strength saving throw or be knocked prone and dragged 20 feet closer to him.
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Ghostly Crew. Voidstride calls upon the spirits of his long-dead crew. These spectral pirates (6) rise from the shadows and attack intruders, functioning as Specters (Monster Manual).
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Dark Water Flood. Seawater surges into the lair, flooding the area and creating difficult terrain. Creatures not native to water must succeed on a DC 18 Strength saving throw or be swept 30 feet away and knocked prone.
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