Armor Class 18 Natural Armor
Hit Points 140 (11d12 + 8)
Speed 40 ft.
STR
17 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +8, INT +6
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Bludgeoning, Piercing, and Slashing from attacks not made with Cold Iron Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Mental Instability: 

Phase 1: 140 HP, a strategic leader commanding his men from the helm.

Phase 2: 110 HP, a tactician on the front lines using crew like weapons

Phase 3: 90 HP, a enraged fighter, a madmen fueled by vengeance

The Sea Remembers

Kael’Thrain cannot truly fight alone, not anymore.

At the start of each of Kel"Thrains's turns he calls [roll]1d4[/roll] dead.

 

  • Drowned Sailor, a pale corpse with rubbery flesh falling from the bone, wielding a rusted saber in one hand and a flintlock in the other.
  • Coral Husk, Jagged coral fused to the very bone, these husks are hard as stone and use their bodies as a weapon while taking little damage due to their harden coral.
  • Shadow of the Deep, the murky shadows of the drowned their bodies like a murky ooze of shadow and sea water, able to move through the shadows an attack from blind spots.
  • Barnacle Knight, once loyal sailors who were Keelhauled for treachery and betrayal, now covered in barnacles acting as armor, eternally loyal in death, like the Coral husk their bodies act as natural armor and weapons,

Whenever one dies:

  • Kael"Thrain gains 5 temporary HP
  • Gains +1 damage stacking until end of encounter
  • He may immediately move 15 ft without provoking opportunity attacks

 

 

Admiral of the Drowned: All undead/minions within 60 ft gain:

  • Advantage on saving throws
  • +2 AC while Kael can see them

Duelist Of the Deep: 

When Kael"Thrain fights only one creature in melee:

  • +2 AC
  • Advantage on weapon attacks
  • Critical hits on 19–20

But if surrounded by 3+ enemies:

  • He gains an additional reaction each round

Shared Eyes

Kael'Thrain sees through the eyes of all drowned undead.

He cannot be flanked.
Cannot be surprised.
Invisible creatures within 15 ft of undead are revealed by drifting mist. 


 

Phase 3

Rage of the Sea-Touched

Kael'Thrain

  • doubles movement
  • gains resistance to all damage
  • cannot be restrained
  • ignores opportunity attacks

BUT:
He loses all commanding abilities.

Crushed Beneath the Tide: At end of each turn the nearest undead takes [roll]5d10[/roll] when an undead dies Kael"Tharin heals [roll]3d8[/roll] , Additionally if he heals beyond his max hp he reverts back to the second phase until he goes bellow the hp threash hold again.

 

Actions

 

Salt in the Wound (Saber): Attack: [roll]1d20+10[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d6, 2{2d6}.expand()))+6[/roll] Range: 5ft, a creature hit must roll a Wisdom Saving throw DC 16, on a failed save the creature cannot move away from the saber.

Sea Piercer (Trident): Attack: [roll]1d20+10[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d10, 2{2d10}.expand()))+6[/roll] Range: 10ft, 

Command the Drowned (Recharge 5–6) [roll]1d6[/roll]

Kael"Thrain points his trident toward corpses/shadows/water.

[roll]1d6[/roll] drowned revenants emerge.

If no corpses exist, the sea mist itself finds them.


 

 Squired: Kael’s trident pins a target.

DC 16 STR save or:

  • movement becomes 0
  • undead gain advantage attacking them

Kael then immediately orders, one undead to attacks the Squired target.

 

Bonus Actions

MARK THEM: 

Kael'Thrain selects one target.

All undead gain:

  • Advantage attacking them
  • +10 ft movement toward them

Lasts until next round.

Reactions

Admiral's Command: If an undead lands an attack:
Kael'Thrain may use his reaction to command "PRESS THE LINE!" The undead immediately attacks again

Legendary Actions

Legendary Actions (Phase 1)

1 Action — Saber Feint:  Move 15 ft and make one saber attack.

2 Actions — "Hold the Line": [roll]1d6[/roll] undead immediately moves and attacks.

3 Actions — "PRESS THEM": One undead immediately attack.
If it hits, another undead may attack same target.


 

Legendary Actions (Phase 2)

1 Action — Hook and Drag: A thrown Trident attack:
on hit pull target 15 ft, Range: 30 feet.

2 Actions — “HOLD THEM STILL”: One undead grapples automatically if adjacent.

3 Actions — Execution Pattern: When Kael'Thrain attacks, Every undead adjacent to target attacks too.


 

Legendary Actions (Phase 3)

1 Actions -- Crashing Charge: Kael"Thrain Uses his movement and all creatures within 5 feet of him while he is moving must make a constitution saving throw DC 18 be knocked prone until the start of their next turn.

2 Actions -- Brutality: Kael'Thrain immediately takes a second attack action.

3 Actions -- Cataclysmic Fury: Kael'Thrain makes one melee attack against every creature within 10ft 

 

Mythic Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ShipDevil

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