Crew Tactics. The cap’n has advantage on a attack rolls against a creature if it has an ally that is not incapacitated within 5 feet of the creature.
Innate Spellcasting. The cap’n’s innate spellcasting ability is Charisma (spell save DC 13. It can innately cast the following spells, requiring no material components:
At will: charm person, darkness, detect magic, dispel magic, find familiar (parrot, use raven statistics), gust of wind, mending, shape water, warding wind
3/day each: call lightning, control water, control winds, tidal wave, wall of water
1/day each: control weather, maelstrom, mind blank(self only), storm sphere, watery sphere
Magic Resistance. The cap’n has advantage on saving throws against spells and other magical effects.
Magic Weapons. The cap’n’s weapon attacks are magical.
Master Duelist (Recharges after a short or long rest). If the cap’n misses with an attack roll, it can roll the attack again with advantage.
Rakish Audacity. The cap’n has a +3 bonus to initiative rolls.
Sneak Attack (1/turn). The cap’n deals an extra 14 (4d6) damage to a creature it hits with an attack it had advantage on. The cap’n doesn’t need advantage on the attack roll to use its Sneak Attack against a creature if it is within 5 feet of The creature, no other creatures are within 5 feet of the cap’n, and the cap’n doesn’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to it.
Suave Defense. While the cap’n is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Teleport. As a bonus action, the cap’n magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. When it does so, it also gains advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check it makes during the same turn.
Multiattack. The cap’n uses Fear Gaze once and makes one scimitar attack and one pistol attack.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. This attack does not have disadvantage at close range.
Fear Gaze. The cap’n targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the cap’n for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Panache. The cap’n makes a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear the cap’n, and the two of them must share a language.
If the cap’n succeeds on the check and the creature is hostile to it, it has disadvantage on attack rolls against targets other than the cap’n and can't make opportunity attacks against targets other than the cap’n. This effect lasts for 1 minute, until one of the cap’n’s companions attacks the target or affects it with a spell, or until the cap’n and the target are more than 60 feet apart.
If the cap’n succeeds on the check and the creature isn't hostile to it, the creature is charmed by the cap’n for 1 minute. While charmed, it regards the cap’n as a friendly acquaintance. This effect ends immediately if the cap’n or its companions do anything harmful to it.
Parry. The cap’n adds 2 to its AC against one melee attack that would hit it. To do so, the cap’n must see the attacker and be wielding a melee weapon.
Description
Cap’n Marrow is a fearsome merrenoloth that captains the Dry Bone across the River Styx. He offer his services as a ferry like other merrenoloths, but he and his crew are also willing to raid your enemies for the right price. When not on a job, he sails the Sytx in search of treasure, plundering other ships when convenient.
Lair and Lair Actions
LAIR ACTIONS
Any ship a merrenoloth is contracted to captain becomes the creature's lair.When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The ship regains 22 (4dl0) hit points.
- A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.
- The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there. it must succeed on a DC 13 Strength saving throw or be knocked prone.
REGIONAL EFFECTS
A merrenoloth imbues its vessel with powerful magic that creates the following effects:
- The ship doesn't sink even if its hull is breached.
- The ship always stays on course to the destination the merrenoloth names.
- Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.
If the merrenoloth dies. these effects fade over the course of ld6 hours.
Previous Versions
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3/1/2020 4:46:23 AM
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Coming Soon
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