Can't Die Yet. Once the Captain is reduced to half of his hit points, he gains an additional attack with his Cursed Blade during his multiattack.
Get Over Here. Once the Captain is reduced to half hit points, he can throw 2 roped daggers at once and both benefit from the bonus action Roped Pull.
Multiattack. The Captain attacks once with his Cursed Blade and once with his dagger.
Cursed Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 4) [Necrotic] damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) [piercing] damage.
Roped Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 5 (1d4 + 3) [Piercing] damage.
Cursed Scream. As a bonus action, you whisper the Command word into the Cursed Blade. Any enemy creature within a 15ft radius needs to make a WIS Saving Throw, DC=13 or become frightened.
Roped Pull. When a creature is hit with a Roped Dagger, use your bonus action to attempt to drag the hit creature towards you. DC = 14 STR Saving Throw or be pulled to the user.
Parry. The Captain adds 2 to his AC against one melee attack that would hit. To do this reaction, the Captain must see the attack and be wielding a melee weapon.
Legendary Resistance. Once in combat, you can choose to succeed on a failing Saving Throw.
Lair and Lair Actions
Lone Wolf. The Captain thrives on his own when there is more than one enemy, and he has no allies near him; he can choose to take one of the following Lair Actions.
1) Grant Advantage to himself once on his next turn.
2) Grant Disadvantage on all attacks against him for one round
These actions must have 1 round between each use.
Previous Versions
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6/11/2026 2:45:51 AM
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Coming Soon
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