Medium Humanoid (Leader, Water Genasi), Chaotic Good
AC 21 (unarmored defence)    Initiative +6 (16)
HP 325 (38d8 + 152)
Speed 40 ft., Swim 90 ft.
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
Skills Acrobatics +11, Athletics +9, Insight +10, Perception +11, Survival +10
Resistances Acid, Cold, Fire, Lightning
Immunities Poison; Charmed, Poisoned
Senses Darkvision 120 ft.; Passive Perception 21
Languages Aquan, Common, Primordial
CR 19 (XP 22,000; PB +6)
Traits

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.

Actions

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.

 Rip Current (Recharge 5–6). Captain Dyre conjures a swirling vortex of water in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Strength saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that fails the save is also pulled 15 feet toward Dyre.
Bonus Actions

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.

Reactions

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.

Legendary Actions

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

Description: Captain Dyre, a Water Genasi with deep ties to the ocean's enigmatic depths, is as elusive as the tides. His body shimmers with an ethereal blue hue, his skin almost translucent as if the sea itself courses through his veins. Clad in flowing, sea-weathered garments that seem to shift like ocean waves, his eyes glow faintly with the wisdom of the ever-changing seas. His staff, adorned with elaborate carvings depicting the ocean's vast mysteries, crackles with magic, and his rifle — a hybrid creation of arcane engineering and marine ingenuity — roars like the crashing surf. Though his chaotic nature is apparent, Dyre is driven by a desire to protect and guide wayward souls lost at sea, even if his methods are unorthodox and unpredictable. His ship, The Abysswalker, is said to glide quietly under the surface of the water, only emerging when he deems it time to take decisive, often violent, action against those who exploit the ocean.

Lore: Captain Dyre is a living legend among sailors, known as the Herald of The Sea. His early life is unknown, but sailors speak of a helldiver captain who emerged from the waves during a tempest centuries ago. Some say he commands a ship that can plunge beneath the waves, only to rise again when called. He is seen as both protector and destructor — saving those who honor the ocean, and wiping out those who seek to corrupt or harness its power. He follows only his own chaotic morality, and the sea guides him to places where his presence is most necessary.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2026 7:56:34 PM
8
2
--
Coming Soon

Monster Tags: NPCleader

Habitat: CoastalPlanar (Elemental Plane of Water)SwampUnderwater

Treasure:  None

WilliamTaylor7652

Comments

Posts Quoted:
Reply
Clear All Quotes