Crew of the Ghost of Vengeance. The following rules apply to Captain Marguerite:
- As long as the Ghost of Vengeance 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 24 hours later in the ship’s cargo hold with all its hit points.
- If it moves more than 100 feet from the Ghost of Vengeance, the Captain disappears and instantly reappears in the ship’s cargo hold.
- While away from the Ghost of Vengeance, the captain can use a bonus action to magically teleport back to the ship, either to the lower cargo hold or a location it can see.
Incorporeal Movement. Captain Marguerite can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Detect Life. The Captain can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Angry Defiance. Captain Marguerite adds Her Charisma modifier to its AC (included above).
Master of the Grave. While within 30 feet of the Captain Marguerite, any Undead ally of the Captain makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
Multiattack. Captain Marguerite makes two attacks with its longsword and one Essence of Rage attack
Essence of Rage. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage.
Spectral Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) force damage, or 17 (2d10 + 6) force damage if used with two hands. If the target is a creature, Captain Marguerite can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 15 Strength saving throw or drop one item it is holding on the ground.
Horrifying Visage. Each non-undead creature within 60 feet of the Captain that can see her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Captain Marguerite is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Captain's Horrifying Visage for the next 24 hours.
Wail (Recharge 6). Captain Marguerite releases a mournful wail speaking a name, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage if the name spoken is a players name they roll with disadvantage.
Shared Sorrow. The Captain targets one creature it can see within 60 feet of itself that is missing any hit points, sharing its own torment with this pained soul. The target must succeed on a DC 14 Wisdom saving throw or be incapacitated.
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 Marguerite's Shared Sorrow for the next 24 hours.
Friends. Captain Marguerite innate cast friends DC 14
Call to Honor (1/Day). If the Captain has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the Captain’s turn on the same initiative count.
Captain Marguerite 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. Captain Marguerite regains spent legendary actions at the start of his turn.
Move. Captain Marguerite moves up to his speed without provoking opportunity attacks.
Beguile (2 Actions): Captain Marguerite casts Friends DC 14
Rest (3 actions). Captain Marguerite recharges her Wail
Description
Captain Marguerite was once a minor noble lady happily wedded to a naval captain of a poor kingdom, Her husband was employed as a privateer raiding foreign ships on command by the king. Fiercely loyal to his kingdom Captain Marguerite's husband would turn over the spoils of his raids to his king. one day a stronger nation came to accuse the poor kingdom of raiding their ships. in response the poor kingdom executed Captain Marguerite's husband as a scapegoat, besmirching his name and declaring him a traitor to the poor kingdom he fought for. Enraged Captain Marguerite gathered the scattered remains of her husbands crew and started a campaign of terror in his name. the stronger nation watched the poor kingdom collapse from the strain the raiding pirates put on the nations supplies she earned her name as "the white lioness" after the poor kingdom collapsed she set her sight on the stronger nation. by this time her crew had changed once an experienced naval crew turned pirate now full of those wronged by the ruling class fueled by a need for revenge. the crew caused chaos up and down the nations shore before eventually being sunk by a woman who sacrificed herself by pretending to join the crew but instead ignited the gunpowder barrels in revenge for her lost love who was killed by captain Marguerite. now she and her crew sail the sea of bones in the shadowfell her crew still growing with the souls of those who demand vengeance for loved ones lost at sea and those betrayed by the nations they served.
Lair and Lair Actions
Captain Marguerite's Lair is a Large man-of-war style ship named the Ghost of Vengeance
Lair Actions
When fighting inside its lair, Captain Marguerite can invoke the ambient magic to take lair actions. On initiative count 15 (losing initiative ties), Captain Marguerite takes a lair action to cause one of the following effects:
- Captain Marguerite casts Mass Cure Wounds (no components required) on any number of Allies it can see within 60 feet of it. The Captain can’t use this lair action again until it has used a different one.
- Captain Marguerite has a 40 percent to call upon the nearby restless souls of the dead summoning 1d4 Phantom Warrior, 1d3 Beheaded Vengeful Spirit, 1d2 Haint, or one Cloud Giant Ghost. Captain Marguerite can’t use this lair action again until it has used a different one.
- The ship lists to one side players must make a Dc13 Dex Save or move 5 feet the direction it Listed or fall prone, should they be at the edge of the ship they must make a Dc16 Dex save or fall overboard
Regional Effects
The region containing Captain Marguerites Lair is warped by the creature’s presence, which creates one or more of the following effects:
- A deep sadness permeates the area removing any psychic damage resistances
- the wind caries sounds farther any names spoken within 1 mile of the lair are heard by Captain Marguerite
- As an action, the Captain Marguerite can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location Captain Marguerite has heard a name spoken. Once created, the image lasts for as long as Captain Marguerite maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the Captain. Captain Marguerite can sense, speak, and use any non melee attacks from the image’s position as if present at that position.
If Captain Marguerite dies, the first two effects fade over the course of 3d10 days.
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