Medium Humanoid, Lawful Evil
Armor Class 18 Necrotic Armor
Hit Points 210 (20d8 + 120)
Speed 35 ft.
STR
16 (+3)
DEX
20 (+5)
CON
22 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +9, CON +10, INT +9, WIS +8, CHA +10
Damage Resistances Bludgeoning, Cold, Fire, Lightning
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Gear Necrotic Armor, Royal Scepter, Amulet of the Heart, Flintlock Pistol
Senses Darkvision, Passive Perception 18
Languages Common, Infernal, Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Undead Dominion. Any humanoid creature that dies on Skull Island rises as an undead creature under the Admiral’s control at the start of its next turn. The creature retains its memories, personality, and ability to speak, but cannot control its body. This trait does not affect creatures that lack sufficient consciousness to be dominated.

Admiral of the Dead. The Admiral can telepathically communicate with any undead creature under his control anywhere on Skull Island and can issue commands to any number of them simultaneously. Undead creatures under his control cannot be frightened or charmed while within 60 feet of him.

Heart-bound Immortality (Mythic). While the Heart of Skull Island remains intact, the Admiral cannot be permanently killed. When he is reduced to 0 hit points, he instead regains max hit points and immediately regains the use of any expended Mythic abilities. His body reforms at the beginning of his next turn.

The Dead Do Not Rest (Mythic). When an undead creature under the Admiral’s control within 60 feet of him is reduced to 0 hit points, the Admiral can use his reaction to cause it to immediately rise again with max + 10 temporary hit points. The creature remains under his control.

Necromantic Mastery (Mythic). The Admiral’s necromantic magic is amplified by his bond with the Heart. He has advantage on saving throws against spells and magical effects, and his necrotic damage ignores resistance.

Deathless Veteran. When the Admiral fails a saving throw, he can choose to succeed instead. Once he uses this trait, he cannot use it again until the beginning of his next turn.

Master of the Fleet. The Admiral can issue commands to his undead servants regardless of distance. His undead servants instinctively understand his commands and can communicate with one another regardless of language.

HEART DESTROYED

When the Heart of Skull Island is destroyed, the Admiral immediately loses Heartbound Immortality, The Dead Do Not Rest, and Necromantic Mastery, as well as all Mythic abilities and traits dependent upon the Heart. The Admiral’s existing undead servants remain under his control through his Amulet of Dominion, but creatures that die after the Heart is destroyed no longer rise as undead.

Actions

Multiattack. The Admiral makes three attacks, using Flintlock Pistol, Necrotic Staff, or a combination of the two. He can make no more than one Necrotic Staff attack as part of this Multiattack.

Flintlock Pistol. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 11 (2d10) piercing damage plus 7 (2d6) necrotic damage.

Necrotic Staff. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.

Admiral’s Wrath (Recharge 5–6). The Admiral unleashes a wave of black-green flame from his staff. Each creature of his choice within a 20-foot-radius sphere centered on a point he can see within 120 feet must make a DC 17 Dexterity saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one. A creature that fails the saving throw is also Poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gravebind. The Admiral targets one creature he can see within 60 feet. The target must succeed on a DC 17 Strength saving throw or spectral chains erupt from the ground and restrain it until the end of the Admiral’s next turn. While restrained this way, the creature takes 10 (3d6) necrotic damage at the start of each of its turns.

Soulsteal (Mythic). The Admiral steals hit points from one of the creatures under his command. Transfer (1d12) hit points from an undead target the Admiral can see within 120 ft.

Death’s Command (Mythic). The Admiral targets one undead creature under his control within 120 feet. That creature immediately uses its reaction to make one weapon attack against a target of the Admiral’s choice.

Black Tide (Mythic; 1/Day). The Admiral floods a 30-foot-radius area centered on a point he can see within 120 feet with writhing necrotic energy. The area becomes difficult terrain for 1 minute. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a success.

When the Heart of Skull Island is destroyed, Raise the Fallen, Death’s Command, and Black Tide are lost.

Bonus Actions

Admiral’s Command. The Admiral commands one undead creature under his control within 120 feet. That creature can immediately move up to half its speed without provoking opportunity attacks.

Grave Step. The Admiral magically teleports to an unoccupied space he can see within 30 feet. A cloud of necrotic mist briefly surrounds the space he left. Each creature within 5 feet of that space must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage.

Soulfire Surge (Mythic). The Admiral draws power from the Heart of Skull Island, causing necrotic energy to surge through his body. Until the beginning of his next turn, his weapon attacks deal an additional 7 (2d6) necrotic damage, and he gains 10 temporary hit points.

Heart’s Command (Mythic). The Admiral chooses up to three undead creatures under his control within 60 feet. Each creature can immediately use its reaction to move up to its speed and make one weapon attack against a creature within its reach.

Heart’s Command and Soulfire Surge are lost when the Heart of Skull Island is destroyed.

Reactions

Deathly Evasion. When the Admiral is targeted by an attack, he can dissolve into necrotic mist, causing the attack to automatically miss. He then teleports to an unoccupied space he can see within 30 feet of his current location. The Admiral can use this reaction once per turn.

Dead Man’s Guard. When a creature the Admiral can see within 30 feet is hit by an attack, the Admiral commands an undead creature under his control within 30 feet of the attacker to immediately move up to half its speed toward the attacker without provoking opportunity attacks.

Hearts Reprisal. When a creature within 10 feet of the Admiral deals damage to him, that creature must succeed on a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage and have disadvantage on its next attack roll before the end of its next turn.

Soul Intercession (Mythic). When an undead creature under the Admiral’s control within 60 feet would be reduced to 0 hit points, the Admiral can take the damage instead. The Admiral takes half the triggering damage, and the undead creature is instead reduced to 1 hit point.

Soul Intercession and Hearts Reprisal are lost when the Heart of Skull Island is destroyed.

Legendary Actions

The Admiral can take 3 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. The Admiral regains spent legendary actions at the start of his turn.

Pistol Shot. The Admiral makes one Flintlock Pistol attack.

Necrotic Step. The Admiral moves up to 15 feet without provoking opportunity attacks. This movement can pass through the spaces of undead creatures under his control.

Command the Dead. One undead creature under the Admiral’s control that he can see within 60 feet can immediately move up to its speed and make one weapon attack.

Grasp of the Grave (Costs 2 Actions). The Admiral chooses one creature he can see within 60 feet. Spectral hands erupt from the ground beneath it. The target must succeed on a DC 17 Strength saving throw or take 10 (3d6) necrotic damage and become restrained until the end of its next turn.

Necrotic Barrage (Costs 2 Actions). The Admiral launches three bolts of necrotic energy at creatures he can see within 120 feet. He can target one creature or several. Each bolt requires a ranged spell attack roll (+9 to hit) and deals 10 (3d6) necrotic damage on a hit.

Call the Drowned (Costs 3 Actions; Mythic). The Admiral summons spectral undead sailors from the ground in three unoccupied spaces he can see within 60 feet. Each summoned creature immediately rises and can make one weapon attack. The summoned undead remain under his control until destroyed or until the Heart of Skull Island is destroyed.

Heart’s Fury (Costs 3 Actions; Mythic). The Admiral unleashes the power of the Heart. Each creature of his choice within 20 feet must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a success. Undead creatures under the Admiral’s control instead regain 21 (6d6) hit points.

Call the Drowned and Heart’s Fury are lost when the Heart of Skull Island is destroyed.

Mythic Actions

Heart of the Dead. When the Admiral is reduced to 0 hit points while the Heart of Skull Island remains intact, he does not die. Instead, the Heart erupts with necrotic energy, restoring the Admiral to mac hit points. Every undead creature under his control within 120 feet immediately regains max hit points. The Admiral then gains access to his Mythic Actions.

Gravewave. The Admiral releases a shockwave of necrotic energy. Each creature of his choice within 30 feet must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a success. A creature that fails the save is knocked prone.

Once the Heart of Skull Island is destroyed, all Mythic Actions are permanently lost, and the Admiral can be killed normally.

Description

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Previous Versions

Name Date Modified Views Adds Version Actions
8/11/2026 12:33:34 AM
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