Large Undead, Neutral Evil
Armor Class 15
Hit Points 136 (16d8 + 68)
Speed 35 ft., Fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +9, DEX +9, CHA +8
Skills Athletics +7, Deception +6, Insight +5, Intimidation +6, Perception +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal, Celestial, Common, Infernal, Thieves' Cant, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Regeneration. Cap'n Bones regains 20 hit points at the start of his turn. If Cap'n Bones takes fire or radiant damage, this trait doesn't function at the start of his next turn. Cap'n Bone's body destroyed only if he starts his turn with 0 hit points and doesn't regenerate.

Rejuvination. When Cap'n Bones' body is destroyed, his soul lingers. After 24 hours, his body reforms either on board "The Albatross", or--if "The Albatross" is no longer in the possession of his crew--his body reforms on an area or vessel his crew controls, He also regains all of his hit points. Cap'n Bones may release himself from this effect at anytime. By doing so, his body disintegrates, and his soul moves on to the afterlife.

Turn Immunity. Cap'n Bones is immune to effects that turn undead.

Legendary Resistance (3/day). If Cap'n Bones fails a saving throw, he can choose to succeed it instead.

Ship Sense. Cap'n Bones knows the distance to and the direction of his ship, "The Albatross", even if it is on another plane of existence.

Innate Spellcasting. Cap'n Bones' spellcasting ability is Charisma (spell save DC 16). Cap'n Bones can innately cast the following spells, requiring only somatic components:

At will: animate dead, disguise self (as human form), find familiar (undead monkey), fly (self only), gust of wind (directed at his ship's sails)

3/day each: detect magic, suggestion, lightning bolt

1/day each: armor of agathys (5th level), finger of death, storm sphere

Actions

Multiattack. Cap'n Bones can attack up to three times, either three times with his longsword or twice with his pistol.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit:  8 (1d8 + 4) slashing plus 4 (1d8) fire damage--or 11 (1d10 +4) slashing plus 4 (1d8) fire damage if wielded with both hands.

Pistol. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 6 (1d6 + 2) blugeoning damage plus 14 (3d8) fire damage.

Burly Swagger. A creature that Cap'n Bones can see within 60 ft. of him must make a Wisdom saving throw against Cap'n Bones' Intimidation roll. If Cap'n Bones wins, the target creature becomes frightened for 1 minute. The target creature can make a DC 15 Wisdom saving throw at the end of each of their turns to end the effect. If they succeed the saving throw or the effect ends for it, the creature is immune to the Captain's Burly Presence for the next 24 hours.

Reactions

Parry. Cap'n Bones adds 10 to his AC against one melee attack that would hit him. To do so, Cap'n Bones must see the attacker and be wielding a melee weapon.

Expert Swashbuckler. If a creature fails to hit Cap'n Bones with a melee attack by 5 or more and they are within 5 ft. of him, Cap'n Bones may make one attack against the attacking creature with his longsword. This ability can be used directly after Cap'n Bones' Parry reaction.

Description

AVAST! This be Cap'n Bartholomew Bones! Many inhabitants of the Astral Sea tell tales of his vicious plunders, his cruel thirst for battle, his mighty vessel of undead--known as "The Albatross". While he may not be the most fearsome or successful pirate on the Astral Sea, Cap'n Bones is relentless in his quest for "...the ultimate treasure--the one thing that can grant him power over the entire Astral Sea..."

It's Just Good Business. Cap'n Bones does not believe what he does to be villainous per se. In his mind, he is simply relieving others of their valuable cargo, and only occasionally their lives. All those that die by his hand may be resurrected to join his crew of cadaverous cretins. Therefore, there is some incentive for him to kill those who oppose him, if only to bolster his band of baddies.

Soft Heart, Fiery Breath. There are those who have made him listen to reason, however. Truth be told, Cap'n Bones is a bit of a softy, and is known to return creatures to port that have particularly touching stories...and who promise to give him something in return for their lives, of course. Be careful about telling a fib, though. The Cap'n can smell a swindler from miles away and will unleash the full extent of his retribution on all those who try and pull a fast one.

The Code is the Law. Once Cap'n Bones swears an oath to someone on board of "The Albatross", he is obligated to fulfill it under the rules of the Pirate Code. That won't stop him from performing some dirty tricks to fulfill his contracts to the detriment of those who signed them in the first place.

Lair and Lair Actions

AYE! There be no finer vessel in the Astral Sea than "The Albatross". This fine vessel is a magical schooner that is 135 ft. in length, has an AC of 20, and 500 hit points. 

If "The Albatross" is no longer in his possession, Cap'n Bones may take his lair actions on the vessel he is currently on. (This other vessel may have more or less cannons, and more or less movement speed, or other magical properties--up to you!).

Lair Actions

On initiative count 20 (losing initiative ties), Cap'n Bones takes a lair action to cause one of the following effects; Cap'n Bones can’t use the same effect two rounds in a row (except to take the move action for his current vessel)

  • Cap'n Bones orders his crew to fire either port, starboard, or forward-facing cannons. The cannons are a ranged spell attack, +10/+5 to hit, range 500/2000 ft., up to 4 targets. Hit: 28 (8d6) fire damage in a 10 ft. radius sphere originating from the target. All creatures within that radius must make a DC 16 Dexterity saving throw, taking full damage on a failure and half damage on a success. These blasts can also be intercepted (whether intentionally or accidentally). If a creature intentionally intercepts the blast, it automatically takes the full amount with no saving throw.
  • Cap'n Bones moves his vessel up to 50 ft. (100 ft. if gust of wind is in effect). By giving up his reaction, Cap'n Bones can make his ship Dash, letting it move an additional 50 ft.
  • Cap'n Bones casts the gate spell to summon a portal with a diameter of up to 200 ft. in a space 300 ft. away from his current vessel ("The Albatross", possibly).
  • Cap'n Bones casts fog cloud, which surrounds his entire vessel.
  • Cap'n Bones casts gust of wind directed towards his vessel's sails.
  • Cap'n Bones casts disguise self on his ship, making it appear like a normal space-faring schooner.
  • Cap'n Bones casts spirit guardians (ghost crew) on himself.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2020 8:35:39 PM
3
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Coming Soon
7/13/2020 5:48:40 AM
5
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1.5
Coming Soon
7/13/2020 6:01:40 AM
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Coming Soon

Monster Tags: undead

Habitat: Coastal

JasontheWhale

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