Medium Humanoid (Any Race), Lawful Evil
Armor Class 17 (studded leather)
Hit Points 140 (10d10 + 20)
Speed 30 ft., Fly 40 ft. Only during use of Ripcord
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +5, DEX +7
Skills Acrobatics +4, Athletics +4
Senses Passive Perception 10
Languages Any two languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Ripcord. The Admiral is attached to multiple cords connected to it's ship. As a bonus action the Admiral can reel in a cord and gain a temporary flying speed of 40 feet but must land within his turn.

Actions

Multiattack. The captain makes three melee attacks: One with its scimitar, one with its Chains (if at least 10 feet of length is available otherwise it makes another attack with it's scimitar), and one with its Anchor.

Flame Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) slashing damage. And (1d6) fire damage.

Flame Chain. Melee Weapon Attack: +6 to hit, reach 20 ft (5 feet less for each use of chain wrap used), one target. Hit: 6 (1d6 + 5) slashing damage. And (1d6) fire damage.

Flame Anchor. Melee Weapon Attack: +6 to hit, reach 20 ft (5 feet less for each use of chain wrap used), one target. Hit: 6 (1d8 + 5) slashing damage. And (1d6) fire damage. 

Anchor's Away: Melee Weapon Attack: +6 to hit, reach 20 ft (5 feet less for each use of chain wrap used) The Admiral can forgo two of his attacks with his chain and anchor and instead swing the anchor overhead. All creatures hit within 20 feet (5 feet less for each use of chain wrap used) take (6d6+5) fire damage. Recharge 4-6

Reactions

Parry. The Admiral adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Legendary Actions

The Admiral can take three legendary actions per round. 

Attack: The Admiral can choose to attack with one of it's weapons.

Chain Wrap: costs 2 legendary actions. The Admiral attacks with his Flame Chain Melee Weapon Attack: +5 to hit, reach 20 ft (5 feet less for each use of chain wrap used). Rather than striking the enemy however the target must make a strength saving throw DC 16. On a failed save the character is restrained and takes 2d6 fire damage. At the end of their turn the creature can attempt the saving throw again to break free of the chains or an allied creature can use an action to remove the chains. If the creature remains restrained it takes an additional 2d6 fire damage. For each use of chain wrap the Admiral's attacks with his Chains and Anchor have their reach reduced by 5. 

Ripcord. The Admiral is attached to multiple cords connected to it's ship. As a legendary action the Admiral can reel a cord and gain a temporary flying speed of 40 feet but must land within the legendary action.

Description

.

Lair and Lair Actions

Only applicable while the Admiral is on his boat. 

Tugboat: Using the javelin lines attached to an opposing boat the Admiral commands his vessel to move the opposing ship all creatures on the opposing vessel must make a dc 14 dexterity saving throw or be knocked prone.

Sonic Barrage: The Admiral commands the Siege staffs on his ship to fire on a point he can see on an opposing vessel. All creatures in a 20 foot area must make a dexterity saving throw DC 14 or take 3d6 thunder damage. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Mahale

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