Medium Undead, Chaotic Evil
Armor Class 16 Spectral Plate + Preternatural Reflexes
Hit Points 111 (13d8 + 52)
Speed 30 ft., Swim 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws CON +9, WIS +8, CHA +12
Skills Arcana +3, Athletics +4, Intimidation +6, Perception +4
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft, Passive Perception 14
Languages Common, Infernal (Knows all languages that the dead speak)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Chain Eternal. When Draven is reduced to 0 hit points for the first time, his body does not fall. Instead, the cursed chains that bind his soul violently recoil, restoring him to full hit points and driving him into a state of Enraged Fury. While enraged:

  • Draven gains access to his Legendary Actions.
  • Chain Slash and Spectral Pulse attacks deal an additional +1d4 necrotic damage.
  • His appearance warps: Chains writhe and lash around him with a life of their own., and green spectral flames blaze from his hollow eyes and skeletal frame.

 Eternal Curse. When Draven is reduced to 0 hit points after Chain Eternal has activated, he does not die. Instead, his body locks in place as the curse anchors him to the mortal realm. Draven becomes paralyzed for 2d4 hours, his body frozen in a kneeling position, clutching his chains. During this time, he is immune to all damage but cannot take any actions or reactions. Draven cannot die unless the Curse Transference Ritual is performed. If the ritual is not performed before he awakens, his body knits itself back together, and he rises again at half hit points, with Chain Eternal recharged.

Actions

Multiattack. Draven makes two attacks: Chain Slash and Spectral Pulse.

Chain Slash. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. On Hit target takes (2d6 + 1) [slashing] damage + 2 [necrotic] damage.

Spectral Pulse. Ranged Spell Attack: +6 to hit, 60 ft., 1 target. On hit target takes 2d6 force damage and 1d4 fire damage, and target must make a DC 14 Con save or be frightened until the start of their next turn.

Call of the Damned (Recharge 4–6). Draven summons 1d4 +1 (CR 1/4 skeleton ghosts) that rise from the ground. They act on initiative 10.

Bonus Actions

 Spectral Undertow. Choose a 10-ft radius within 30 ft. It becomes difficult terrain until the end of Draven's next turn. Creatures entering and when a creature starts its turn  within the area it take 1d6 necrotic damage.

Reactions

 Riptide Reprisal. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. On Hit target takes (1d4 + 1) [slashing] damage + 2 [necrotic] damage. The creature must succeed on a DC 14 Constitution saving throw or have their movement speed halved until the end of their next turn, as spectral anchors weigh them down.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. (These can only be used after he is reinvigorated by the Ferry of the Damned through "Chain Eternal")

 Chain Grasp (1 Action). A spectral chain lashes out at a creature Draven can see within 30 feet. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. On Hit target takes (2d4 + 2) [slashing] damage + 2 [necrotic] damage.

 Drowned Drag (2 Actions). Draven causes chains to erupt from the ground beneath one creature within 30 feet. The creature must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet closer to Draven and take (2d4) necrotic damage.

 Chain Pulse (2 Actions). The chains surrounding Draven explode outwards in a violent surge of spectral energy. All creatures within 15 feet of Draven must succeed on a DC 17 Strength saving throw or be pushed 20 feet away from him and knocked prone. On a successful save, creatures are not pushed but must still brace against the force and take half damage. Damage: Creatures that fail the save also take 3d4 necrotic damage as the pulse of cursed energy lashes against them.

 

Description

Long ago, Captain Draven Mourn was a mortal man, proud and daring, who steered his ship beyond the edge of charts and reason. There, in the deepest trench of the sea, he found her—Selena, goddess of the deep. He gave her his heart, and she gave him a promise: immortality and eternal love, in exchange for one sacred duty-to guide the souls of the drowned to the afterlife. But Selena never returned. Abandoned and betrayed, Draven’s love rotted into sorrow, then curdled into rage. The divine gift that preserved him became a curse, his ferry no longer a vessel of passage, but a prison. Denied release, the souls he once guided now claw at his chains, wailing for rest. He became something else-something terrible. Now, Draven sails the liminal waters where the living and the dead converge, aboard the Ferry of the Damned, dragging spectral chains behind him that bind not only the drowned, but any soul unfortunate enough to cross his path. He does not deliver them to the afterlife. He keeps them. To sailors, his name is a whispered omen. To the dead, he is jailor and judge. To the sea, he is wrath incarnate. They call him The Chain-Tide.

Lair and Lair Actions

Beyond the thunderous veil of the waterfall lies a hollowed cavern — vast, silent, and steeped in gloom. The crashing roar of the outside world fades instantly upon entering, replaced by a heavy, suffocating stillness. This place feels forgotten by time, sealed from life and light alike.

Jagged stone columns rise like the ribs of a long-dead leviathan, slick with moisture and moss. Brackish water forms puddles on the floor, swirling with unnatural stillness. Despite its shallow depth, no reflection shows in its surface — only the faint, shifting faces of the drowned, gazing silently upward.

In the heart of the cavern lies the Ferry of the Damned, beached yet whole, wrapped in rusted chains that pulse faintly with a ghostly green light. The ship’s hull creaks with the groaning weight of a thousand regrets, and along its decks move shades of former sailors — barely more than shadows clinging to form.

The cavern walls are etched with murals — depictions of sailors drowning, souls being claimed, and a woman with hair like starlight vanishing into the sea. The air is damp, heavy with salt and sorrow. The very stone seems to weep.

Atop a raised stone dais sits a towering organ, wrought from barnacled bone and tarnished bronze. Its pipes twist like serpents toward the ceiling, and from its keys bleeds not sound, but sorrow — each note a dirge, a memory, a scream muffled by water. Captain Draven Mourn plays it in solitude, his chained form hunched over the keys, each chord ringing with betrayal and despair.

Here, the living are unwelcome guests in a shrine of undeath. And the music never stops.

 Dissonance of the Damned. A cursed organ chained to the lair plays by itself, resonating with the tortured souls bound to Draven’s will. At the start of each non-undead creature’s turn within the lair, roll 1d4 and consult the table below. The creature must succeed on a DC 13 Wisdom saving throw or suffer the rolled effect until the end of its turn. If the organ is destroyed (AC 10, 10 hit points), this lair action immediately ends.
| 1 | Distraction – The creature has disadvantage on its next ability check this turn. |
| 2 | Unease – The creature cannot take reactions until the start of its next turn. |
| 3 | Tremor – The creature has disadvantage on its next weapon attack roll. |
| 4 | Echoes – The creature hears ghostly whispers and takes 1d4 psychic damage. |

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2025 2:47:22 PM
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7/1/2025 3:25:09 PM
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Monster Tags: undead

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