| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +6 |
| DEX | 22 | +6 | +10 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +6 |
| CHA | 19 | +4 | +8 |
Starshot Crossbow of the Moonlit Tide. Ranged Weapon Attack: +10, range 30/120 ft.
Hit: 9 (1d6+6) piercing damage plus 9 (2d8) radiant damage.
Spellcasting. The captain is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost
1st level (4 slots): Shield, Magic Missile, Thunderwave
2nd level (3 slots): Mirror Image, Misty Step
3rd level (3 slots): Counterspell, Lightning Bolt
4th level (3 slots): Greater Invisibility, Control Water
5th level (2 slots): Wall of Force, Cone of Cold
6th level (1 slot): Chain Lightning
Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate’s next turn, the targets have Advantage on attack rolls and saving throws.
Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss.
Captain Moonshadow can use an equal number of legendary actions, choosing from the options below, up to 3 points per turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Captain Moonshadow regains spent legendary actions at the start of her turn.
Moonlit Step (1). Elira teleports up to 30 ft. to a point bathed in moonlight or reflected starlight.
Command the Tide (2). She gestures, causing waves or magic currents to surge; each creature she chooses within 15 ft. must make a Dex save or be knocked prone or pushed 10 ft. away.
Silver Command (1). One crew member or ally makes an immediate weapon attack or takes the Dodge action.
Lunar Flare (3). She releases a burst of radiant moonlight; creatures of her choice within 20 ft. take 3d8 radiant damage and must succeed on a Con save or be blinded until the end of their next turn.
Lair and Lair Actions
1. Moonlit Mirage
A shimmer of moonlight ripples across the deck, conjuring illusory doubles of the ship or crew.
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Each creature of Elira’s choice gains mirror image until the start of the next round, or
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The entire ship appears to fade into fog; creatures attacking the ship or its crew have disadvantage on attack rolls until initiative count 20 on the next round.
Visual: The ship flickers like a reflection across calm water.
2. Silver Tide
Waves surge unnaturally at Elira’s command.
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All enemies on or near the deck must make a Strength saving throw (DC 18) or be knocked prone or pushed up to 15 feet in a direction of Elira’s choice.
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Additionally, any prone creature is briefly restrained by silver-lit seaweed until the start of their next turn.
Visual: The water glows pale and moves like liquid moonlight.
3. Lunar Blessing
The Twilight Star’s runes pulse with radiant energy.
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Elira and her allies regain 10 hit points each and gain advantage on Wisdom (Perception) checks until the next round.
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Undead or fiendish creatures in the area instead take 2d10 radiant damage.
Visual: The deck’s inlaid symbols gleam with silver light, forming a crescent around Elira.
4. Command the Stars
Starlight condenses into radiant motes that hover over the battlefield.
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Elira can target up to three points she can see within 60 feet; each emits bright light (20 ft.) and dim light (20 ft.).
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Enemies in the bright light must make a Dex saving throw (DC 18) or take 3d8 radiant damage as the starlight flares.
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Allies in the same light can add +2 to attack rolls until the next round.
Visual: Floating stars drift around the ship like a constellation come to life.
5. Shackles of the Deep
Phantom chains and spectral hands emerge from the ocean, grabbing at intruders.
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Each enemy creature on or near the hull must make a Dex saving throw (DC 18) or be restrained until the next initiative count 20.
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Restrained creatures can repeat the saving throw at the end of their turn.
Visual: Silvery chains, like moonlight made solid, snake up from the waves.
7. Blessing of the Moonlit Star (1/Day)
When the Twilight Star is in grave danger (reduced below half its HP, or Elira to half HP), the ship calls upon its celestial patron.
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The clouds part, moonlight intensifies, and every ally aboard is healed for 30 hit points.
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Enemies take 30 radiant damage (Con save DC 18 for half).
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The ship glows like a beacon of silver fire for one minute.
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