Medium Humanoid (Human), Neutral Evil
Armor Class 20 (Medium Armor)
Hit Points 113 (18d8 + 32)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
22 (+6)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +10, CHA +8
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified
Senses Passive Perception 17
Languages Common and two other languages of your choice, Telepathy, unlimited range and only to The Crimson Ship
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Actions

Multiattack. Captain Calypsia makes two rapier attacks and then one pistol attack.

Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 5) piercing damage. 

Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 17 (3d10 + 5) piercing damage.

Activate Rune (Recharge 5-6). Calypsia can activate a random rune on her pistol and then attack with it. Roll a d4, her pistol attack have one of the following effects corresponding to the number rolled.

1. Flame Rune. The pistol attack will now instead blast creatures in a 30 foot cone dealing 20(3d12) fire damage. Creatures caught in the cone must make a DEX 18 saving throw for half damage.

2. Ice Rune. The pistol shot is infused with ice. After successfully hitting the target creature, they will take an additional 14(3d8) cold damage. The creature must make a CON 14 saving throw. On a failed save, the creature has a disadvantage on their next attack roll or DEX saving throw. The Ice Rune is potent enough to cause water to freeze in a 5 foot wide line along the path of the bullet up to 60 feet. The ice is walkable and will start to melt after 10 minutes in normal weather.

3. Storm Rune. The pistol shot is infused with storm magic. After successfully hitting the target creature, they will take an additional 20 (3d12) lightning damage. A strong thunderous sound that can be heard up to 300 feet away will emit from the blast, creatures within 10 feet of the blast must make a STR 15, on a failed save, they take 11 (3d6) thunder damage and are knocked prone. Calypsia is not affected by the blast if she is caught in it.

4. Arcane Rune. The barrel of the pistol radiates with arcane energy. After successfully hitting an enemy with her pistol, the Arcane Rune will pulse, teleporting her instantly in a space within 5 feet of her target. If that space is occupied, the creature in that space must make a STR 15 saving throw. On a failed save, arcane energy will blast the creature dealing 14 (4d6) force damage and knocking them back 10 feet. If they succeed, the teleportation fails and Calypsia takes 14 (4d6) force damage.

Reactions

Parry. When Calypsia gets hit by an attack, she can use her reaction to add +5 to her AC for that attack.

Legendary Actions

Captain Calypsia 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 captain regains spent legendary actions at the start of her turn.

Rapier. Calypsia makes one attack with her rapier.

Cape of Vapor (Costs 2 Actions). Calypsia can activate her Cape of Vapor until the start of the new round, granting her immunity to cold damage and allowing her to cast Misty Step once free of action.

Call of the Captain (3 Actions). Calypsia rallies her fellow pirates. Any pirate ally of Calypsia within 60 feet of her that can hear her gain an advantage on their next attack roll with a spell or weapon.

Description

Captain Calypsia is a pirate queen of legend. She sails the seas, striking fear among sailors as she shows no mercy to those unfortunate enough to cross paths with her ship. The only mercy she has is setting free one sailor, but to be branded by her symbol and to tell the tale. She is a charmer, a deceiver and has a greed that makes kings jealous. She only in it for herself and her crew, wrecking havoc and committing anarchy.

She has some magical items. One is a pistol with a rune on the front sight, when it is ready to activate, it will start to glow. The rune will change to a color and will have an effect depending on the color. Another is a cloak, it is black silk and the pattern on it seems to mimic the waves of the ocean. While wearing it, she gains her resistances and immunities. These items cannot be dispelled by magic and are attuned only to her.

The Crimson Lip  

Calypsia's ship is a large battle ship, a little too elegant looking for a pirate ship. The ship itself has a mind of its own and Calypsia is the only one able to communicate with it. The ship can only briefly submerge underwater before rising back to the surface, this acts as a teleportation for the ship. It can only teleport to bodies of water it has been to (and can fit) or the nearest body of water to Calypsia. 

Lair and Lair Actions

The Crimson Lip

Captain Calypsia is never without her ship, as long as there is a large body of water nearby, her ship, The Crimson Lip, is always present.

Lair Actions (Off Ship)

On initiative count 15 (losing initiative ties), The Crimson Lip takes a lair action to cause one of the following effects; The Crimson Lip can’t use the same effect two rounds in a row:

  • The Crimson Lip will shoot two cannons on two different areas. The area is a 5 foot radius sphere and they cannot overlap. Creatures caught in the impact must make a DEX 13 saving throw or take 35(6d10) bludgeoning damage.
  • Swirling mist will shroud the battlefield, conjuring two pirates. These pirates can use the Scout stat block and able to be affected by Call of the Captain.

Lair Actions (On Ship)

On initiative count 20 (losing initiative ties), The Crimson Lip takes a lair action to cause one of the following effects; The Crimson Lip can’t use the same effect two rounds in a row:

  • The Crimson Lip will attempt to restrain a creature with rope. The target creature must make a STR 16 saving throw or be Restrained and hoisted up into the air by 10 feet. The creature can use an action to repeat the saving throw at the start of its turn to break free.
  • Swirling mist will shroud the battlefield, conjuring two pirates. These pirates can use the Scout stat block and able to be affected by Call of the Captain.

 

Monster Tags: humanoidHuman

Habitat: Coastal

PaleAqua

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