Medium Undead (Bard), Chaotic Neutral
Armor Class 15 Leather
Hit Points 67 (8d8 + 24)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, CHA +6
Skills Acrobatics +6, Deception +6, Perception +4, Performance +9, Stealth +9
Damage Resistances Necrotic
Damage Immunities Poison
Senses Blindsight 30, Passive Perception 14
Languages Common, Elvish, Goblin, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Jack of All Trades. Ghostwhistle adds +1 to all skill checks that they aren't proficient in.

Legendary Resistance (3/Day). If Ghostwhistle fails a saving throw, they can choose to succeed instead.

Expert Duelist. Ghostwhistle has advantage on initiative rolls, and ignores half and three-quarters cover. Their Ranged Attacks don't have Disadvantage when they're within 5 ft of a target. They score critical hits on rolls of 19 or 20, and when they do their target's speed is halved and they have Disadvantage on attack rolls. Ranged attack rolls against Ghostwhistle are made with Disadvantage unless they are within direct sunlight.

Whistler. Ghostwhistle can whistle in place of verbal components for spells. Someone must make a DC 15 Arcana check to know if they are casting a spell by verbal components alone.

Pirate's Jinx. Once on Ghostwhistle's turn when they damage a creature with the Blunderbuss of the Grinning Pirate, the target must succeed on a DC 18 Charisma saving throw or become jinxed for 1 minute. While jinxed, they subtract 1d4 from all D20 rolls.

Energized Shot (4/day). Ghostwhistle can add 2d8 extra damage to any Ranged Attack.

Actions

Multishot. Captain Ghostwhistle makes two attacks with The Blunderbuss of the Grinning Pirate. One of the attacks can be a Jinxshot, and one can be a Cannon Shot.

Blunderbuss of the Grinning Pirate. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 11 (1d12 + 5) Necrotic damage.

Jinxshot. Creatures within a 30-foot cone of Ghostwhistle must make a DC 18 Dexterity saving throw, taking 12 (3d6) Necrotic damage on a failed save or half damage on a successful one.

Cannon Shot (6/day). Ranged Weapon Attack: +10 to hit, range 15/30 ft., one target. Hit: 11 (2d6+5) Bludgeoning damage + 8 (2d8) Fire damage

Spellcasting. Ghostwhistle is a 3rd-level spellcaster. They're spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Ghostwhistle has following Bard spells prepared:
Cantrips (at will): Finger Guns, Concealed Shot, Can'trip

1st level (4 slots): Bane, Command, Conjure Cover, Disguise Self, Summon Vehicle, Tasha's Hideous Laughter, Perforating Shot, Silvery Barbs, Ballistic Smite

2nd level (2 slots): Blindness/Deafness, Jam Weapon

Bonus Actions

Stink Bomb (1/day). After Ghostwhistle performs a successful Ranged Weapon Attack, they can trigger the projectile to explode. In a 10-ft radius circle around the attacked creature, a cloud of poisonous gas appears. Immediately any creature within the radius must make a DC 14 Constitution saving throw. On a failure, creatures are Poisoned and take 2d6 Poison damage. On a success, they take half damage and nothing further occurs. Creatures must repeat the save if they start their turn in the area of effect or move into the area of effect for the first time on their turn.

Captain's Approval (3/day). Ghostwhistle can Inspire his crew mates, giving one allied target a d6 that they can add to any skill check, attack roll, or saving throw.

Reactions

Skin of his Teeth (2/day). When Ghostwhistle is hit by an attack roll, he can roll a d6 and add the number rolled to his AC for the round.

Legendary Actions

Captain Ghostwhistle 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 Ghostwhistle regains spent legendary actions at the start of its turn.

Dodge Roll. Ghostwhistle moves 15ft. without provoking Opportunity Attacks.

Inspire Crew. Ghostwhistle can use Captain's Approval on one ally it can see within 60ft.

Fire the Cannons! (Costs 2 Actions). If there is at least one Skeleton Cannoneer on deck, Ghostwhistle summons a Spectral Cannon that fires at a target within range. Creatures within 15 ft. of the impact must make a DC 16 Dexterity saving throw, taking 25 (5d10) Bludgeoning damage on a failed roll or half damage on a successful one. 

Lair and Lair Actions

You cannot be a Captain without your ship, and your crew. Ghostwhistle is the Captain of the Dancing Plague, a ghostly ship that sails through Greater Crater Bay by night, and through the depths by day. It is crewed by a jovial band of pirates that have long left the realm of the living, but their current state of health doesn't reflect their rambunctious attitude. Ships who fall victim to The Dancing Plague say that you can never see the damned ship before they attack, but you can sure as hell hear it coming. Music, laughter, and all the sounds of a grand ol' time follow the Dancing Plague. There ain't no party like a Dancing Plague Party because a Dancing Plague Party never stops! 

Lair Actions

On initiative count 20 (losing initiative ties), Captain Ghostwhistle takes a lair action to cause one of the following effects; the Captain can’t use the same effect two rounds in a row:

  • A ghastly bell rings out over the deck, as 1d4+1 Skeleton Cannoneers appear on deck within 60 ft. of Ghostwhistle.
  • Music erupts from the crew, as they begin the Dance of Death. Non-undead creatures aboard the Dancing Plague must make a Wisdom saving throw or become subject to the spell effects of Otto's Irresistible Dance. The spell DC is equal to 15 + the amount of crew members of the Dancing Plague on deck (including Captain Ghostwhistle).Creatures affected by the Dance of Death can use an action on their turn make a Wisdom saving throw to regain control of themselves. On a successful save, the spell ends, and they can no longer be affected by the Dance of Death.

 

SPOOOION

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