| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +9 |
Undead Nature. The pirate captain doesn’t require air, food, drink, or sleep.
Sea’s Curse. While aboard a ship or near seawater, the pirate regains 20 hit points at the start of its turn unless it took radiant damage since its last turn.
Aura of Dread. Any hostile creature that starts its turn within 20 feet of the captain must succeed on a DC 17 Wisdom saving throw or be frightened until the start of its next turn.
Captain’s Command. Undead pirates within 60 ft. gain advantage on attack rolls as long as they can hear the captain’s voice.
Multiattack. The captain makes three attacks with its Cutlass of the Drowned.
Cutlass of the Drowned
Melee Weapon Attack: +10
Hit: slashing damage 2d10+6
plus necrotic damage 4d6
Pistol of Eternal Powder (Recharge 5–6).
Ranged Weapon Attack: +10
Hit: piercing damage 3d10+5
plus necrotic damage 4d8
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Target must succeed on a DC 17 Constitution saving throw or be cursed, reducing its hit point maximum by the necrotic damage taken until a long rest.
Recharge: (Recharge 5–6)
Spectral Broadside (Recharge 6).
The pirate summons ghostly cannons in a 60-foot cone.
Each creature must make a DC 18 Dexterity saving throw:
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Fail: 12d8 force damage.
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Success: Half as much.
Recharge: (Recharge 6)
Grasp of the Drowned (Recharge 5–6).
The captain summons spectral hands to drag a creature within 30 feet.
Target must succeed on a DC 17 Strength saving throw or be pulled 15 feet and restrained until the start of its next turn.
While restrained, the creature takes 2d8 necrotic damage at the start of its turn.
Recharge: (Recharge 5–6)
Legendary Actions (3/round)
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Cutlass Strike. The captain makes one cutlass attack.
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Fearful Glare. A creature within 30 ft. must succeed on a DC 17 Wisdom save or be frightened until the end of its next turn.
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Call the Crew (Costs 2). Summons 1d4 Spectral Pirates (use Wight stat block with AC 15, HP 45). They act on the captain’s initiative.
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
The figure before you is no mere pirate — his skeletal grin stretches beneath a tattered captain’s hat, his coat waterlogged and rotting but held together by an aura of necrotic power. Seaweed dangles from barnacle-encrusted boots, and his eyes burn with a sickly green-blue fire. He reeks of brine and decay, every word carrying the hiss of waves and the groan of a sinking ship. When he moves, the creak of ghostly rigging and the crash of phantom waves echo as if he brings his ship’s curse wherever he stands.
Lair and Lair Actions
If the pirate captain is encountered near their ghost ship or smuggler’s cove:
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The sound of chains and waves echoes unnaturally, imposing disadvantage on Wisdom (Perception) checks.
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The captain can open spectral portholes, letting brackish water flood parts of the area (difficult terrain).
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At initiative 20, 1d4 spectral sailors rise from the water or ship planks.
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