| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 22 | +6 | +12 |
| CON | 18 | +4 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +11 |
| CHA | 18 | +4 | +4 |
Legendary Resistance (2/Day). If Dyre fails a saving throw, it can choose to succeed instead.
Helldiver's Fury. If Captain Dyre moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an additional 21 (6d6) bludgeoning damage and must succeed on a DC 19 Strength saving throw or be knocked prone.
Monk Weapon Mastery. Dyre’s unarmed strike deals 1d10 bludgeoning damage. His staff is treated as a magical +2 Quarterstaff that deals 1d12 bludgeoning damage on a hit. His rifle is an extraordinary magical firearm that can fire up to 120 feet, dealing 2d10 piercing damage and 2d8 thunder damage. On every critical hit, it releases a thunderous boom, forcing creatures within 10 ft. of the target to make a DC 19 Constitution saving throw or be deafened for 1 minute.
Water Genasi Resilience. Captain Dyre can breathe both air and water. He can cast Create or Destroy Water at will without using a spell slot. Additionally, he is always under the effect of the Water Walk spell.
Multiattack. Captain Dyre makes three attacks: two with his staff or unarmed strike, and one with his rifle.
Staff. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (1d12 + 5) bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 5) bludgeoning damage. If the target creature is a flying creature, its flying speed is reduced by 10 feet until the start of Dyre’s next turn.
Rifle. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 19 (2d10 + 4) piercing damage plus 9 (2d8) thunder damage. On a critical hit, all creatures within 10 feet of the target must make a DC 19 Constitution saving throw or become deafened for 1 minute.
Tidal Step. As a bonus action, Captain Dyre can teleport up to 30 feet to an unoccupied space he can see that is within water. When he emerges from this teleportation, the space he leaves becomes difficult terrain for enemies.
Evasion. When Captain Dyre is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails.
Dyre can take 2 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. Dyre regains spent legendary actions at the start of his turn.
Detect. Captain Dyre makes a Wisdom (Perception) check to detect any hidden creatures or objects within 60 ft.
Strike of the Abysswalker. Captain Dyre makes one unarmed strike or staff attack.
Description
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/6/2026 7:56:34 PM
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8
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2
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Coming Soon
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