| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +3 |
| CHA | 11 | +0 | +0 |
Captain’s Remnant. Stupor-Consumed Patrol Soldiers within 20 feet of Captain Rusk gain a +1 bonus to attack rolls.
Dream Duty. Rusk cannot willingly move more than 120 feet away from the road, the patrol site, or The Hollow while in the dream.
Myra’s Name. If a creature speaks Myra’s name or shows him a letter connected to her, Rusk hesitates. Until the end of his next turn, he has disadvantage on attack rolls against that creature.
Black Sap Core. When Rusk drops to 0 hit points, black sap bursts from his body. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or take 7 necrotic damage.
Multiattack. Captain Rusk makes two Tarnished Longsword attacks.
Tarnished Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 slashing damage plus 3 necrotic damage.
Command Hollow-Bound. One Stupor-Consumed Patrol Soldier within 30 feet that can hear Rusk may move up to half its speed and make one weapon attack as a reaction.
Hollow Captain’s Gaze. One creature Rusk can see within 30 feet must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Reform the Line. One allied undead creature within 30 feet may move up to 10 feet without provoking opportunity attacks.
Hold the Line. When a creature within 5 feet of Rusk moves away from him, Rusk may make one Tarnished Longsword attack against it.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
In the dream, Captain Rusk is a harsher, more hollow version of himself. He wears old patrol armor stained with black sap and commands the dead as if the patrol never ended.
Speed: 30 ft.
Languages: Common.
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.
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