| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +17 |
| DEX | 18 | +4 | +4 |
| CON | 20 | +5 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 27 | +8 | +16 |
| WIS | 18 | +4 | +4 |
| CHA | 18 | +4 | +4 |
Kinsbane the Bloody Blade. This magical greatsword is the last thing Captain Rook has from his home. He carries it as both a weapon and a reminder of what he did for his daughter, and why he fights for her forgiveness. The chips and scars on the blade drag across the skin on a hit.
Bleed: When a target takes damage from Kinsbane, the target must made a DC 20 DEX saving throw or take the damage received again at the start of their next turn (included in weapon attack). If the target receives any healing before the start of their next turn the damage is halved. If the healing brings the target up to full health, they do not take the bleed damage at the start of their turn.
Ring of Freedom of Movement. While attuned, Captain Rook ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Great Weapon Master. Captain Rook has learned to put the weight of a weapon to his advantage, letting its momentum empower his strikes. You gain the following benefits: On his turn, when he score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
Before he makes a melee attack with Kinsbane, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack's damage.
Combat Action. A Combat Action begins at the end of Captain Rooks Turn. As rook raises his sword in a defensive measure, he begins to track all enemies within 30ft of himself. At the start of his next turn, the combat action triggers. The combat action, automatically hits and delivers damage to all targets within range.
Action Surge (2/day). On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Multiattack. Captain Rook makes 4 attacks with Kinsbane and/or the Antimatter Revolver, or one of the option listed below:
- 1 attack with Kinsbane and drink 1 potion.
- 1 attack with Kinsbane and uses Seraphina's cuff
Kinsbane (Greatsword). Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 23 (2d6+17) slashing damage. Bleed When a creature is hit by Kinsbane, they must make a DC 20 DEX save or take the same slashing damage from bleeding at the start of their next turn.
Seraphina's Cuff (Magic Guantlet) (3 Charges). This gold and silver carved cuff around Captain Rooks Right wrist is the last possession he was gifted from his late lover. Seraphina gifted it to him with the inscription "I will never Let Go." The magic has since warped with the blood spilled by Captain Rook.
Antimatter Revolver. Ranged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 12 (2d8+4) necrotic damage.
Combat Action - Steel Wind Strike. Captain Rook draws and flourishes his dagger, and then vanishes to strike like the wind. Choose up to five creatures you can see within range. The target takes 6d10 force damage without the bleed Ability.
Combat Action - Scorched Earth. Captain Rook's fury begins to burn around the base of his stance. The ground begins to heat and burn.
Second Wind (4/Rest). Captain Rook has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + 26.
Pommel Strike (2/Rest). Captain Rook Makes a Melee Attack against an enemy within range with the pommel of Kinsbane (Use Kinsbane attack for to hit stats). On a hit, the creature takes 17 bludgeoning damage and must make a DC 20 CON save or become Dazed until the end of his next turn.
Great Weapon Master. On your turn, when Captain Rook scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
Parry. Captain Rook adds +4 to his AC against one melee attack that would hit it. To do so, Captain Rook must see the attacker and be wielding a melee weapon.
Silvery Barbs (2/day, Ring of Spell Storing). You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Captain Alaric Rook has captained The Red Stallion for hundreds of years. Over the years he has developed a strange relationship with the ships soul Lenor; she is one of the few in the universe that he regards with kindness. The daughter of the craftsman of The Red Stallion, Lenor was fascinated by the ships bright red timber, overwhelming scale and masthead dedicated to her favorite horse. On the flagship sailing however, they were attacked by wayward pirates. Lenor along with everyone else was killed and their bodies dumped into the void of the astral sea. Lenor's soul however bound to the ship, forever locking her in the floating red prison full of memories of her lost loved ones. Her soul is tied to the masthead. If destroyed, there is a 75% chance Lenor passes on, and a 25% chance she is trapped to the remains of the ship.
This lair includes the area in the air envelope around The Red Stallion, area up to 50ft surrounding the docks, and anywhere in The Pirate Lords Lair.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.