Relentless Endurance. When the captain is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can't use this feature again until he finishes a long rest.
Savage Attacks. When the captain scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Agonizing Blast. When the captain casts eldritch blast, he adds his Charisma modifier to the damage on a hit.
Mask of Many Faces. The captain can cast disguise self at will, without expending a spell slot.
Devil's Sight. The captain can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Spellcasting. The captain is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The captain has the following warlock spells prepared:
Cantrips (at will): eldritch blast, mind sliver, mage hand, prestidigitation
1st level (3 slots): arms of hadar, hex, magic missile, shield
2nd level (2 slots): misty step, invisibility
3rd level (2 slots): counterspell, dispel magic
Multiattack. The captain makes three melee attacks: two with its scimitar and one with Dismissal List. Or the captain makes two ranged attacks with Dismissal List.
Hooked Vengeance (Scimitar). Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d6 + 5) Slashing damage plus (1d6) Fire damage.
Dismissal List (Pepperbox). Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d10 + 4) Piercing damage plus(1d6) Fire damage.
Parry. The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Vengeful Attack. The captain makes a melee attack.
Quick Reload. The captain reloads his Dismissal List.
Shadow Prowl (Costs 2 actions). The captain teleports up to 20 feet to an unoccupied space he can see, and makes one Melee attack.
Previous Versions
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5/16/2026 10:25:52 AM
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Coming Soon
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