| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 6 | −2 | −2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Turn Immunity. Captain Bones is immune to the effects of Turn Undead.
Storm Eater. Whenever Captain Bones is subject to lightning damage, he doesn't take that damage, and instead restores damage equal to the damage taken.
Multiattack.
Captain Bones makes two Cutlass Slam attacks, or one Cutlass Slam attack and one Stormburst Hook attack.
Cutlass Slam.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (2d8 + 3) slashing damage.
If Captain Bones hits the same creature with two Cutlass Slam attacks on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and pushed 10 feet away from Captain Bones.
Stormburst Hook.
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 10 (2d8 + 2) lightning damage, and the hook embeds in the target.
At the start of Captain Bones’ next turn, he can yank the embedded hook back (no action required). The target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward Captain Bones and take 5 (1d8) bludgeoning damage.
Grave Walk (1/day): Captain Bones slams his boot into the deck, unleashing a fog of cursed necrotic energy. All creatures within 10 feet must make a DC 15 Con save or take 9 (3d6) necrotic damage and be blinded until the end of their next turn. On a success, they take half damage and are not blinded.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
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Description
- Role: Undead ogre marauder who survived multiple drownings
- Conduit: The Core Conduit — Powers the internal loop of energy that sustains the device
- Domain: Raw destructive lightning, unkillable rage, decay
- Species: Undead (skeletal with burnt, waterlogged flesh)
- Abilities:
- Emits lightning bursts on melee hits
- Explodes on "death" unless Stormcatcher is deactivated
- Absorbs lightning damage to heal
- Personality: Cackling mad, obsessed with destruction, driven by hatred for the living
- Role: Undead ogre marauder who survived multiple drownings
Lair and Lair Actions
Initiative Count 20 (choose one):
- Black Tempest Howl
A gust of wind and shrieking dead souls buffets the area. All non-undead creatures within 30 feet of Captain Bones must make a DC 14 Wisdom save or take 8 (2d8) necrotic damage and disadvantage on their next attack. If they succeed, they take half damage and don’t have disadvantage on their next attack. - Mastbreaker Bolt
The mast surges with conduit lightning. A bolt hits a point Bones chooses; creatures within 5 feet must make a DC 14 Dexterity save or take 12(4d6)lightning damage and be knocked prone. If they succeed, they take half damage and are not knocked prone.
3. Raise the Lost
The storm rips open the deck. 1d2 (flip a coin?) drowned sailors (Zombies) crawl from the storm puddles and attack until destroyed.
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