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Ghost Pirate Captain
AC 26
commonGhostIncorporealSpiritUndead
Lvl 8GhostIncorporealSpiritUndead
- AC
- 26
- HP
- 100
- Perc
- +17
- Fort
- +14
- Ref
- +18
- Will
- +15
- STR
- -5
- DEX
- +6
- CON
- +0
- INT
- +2
- WIS
- +3
- CHA
- +5
Speedfly 25 ft
Actions
- ghostly cutlass +20 2d6+11 negative
- ghostly hand crossbow +20 2d6+8 negative 60 ft
- AC
- 26
- HP
- 100
- STR
- -5
- DEX
- +6
- CON
- +0
- INT
- +2
- WIS
- +3
- CHA
- +5
AC 26
Fort +14
Ref +18
Will +15
HP 100
(negative healing, rejuvenation)
Immunities
death effects, disease, paralyzed, poison, precision, unconscious
Curse Ye Scallywags! (curse, divine, necromancy) When the ghost pirate captain is reduced to 0 HP, all creatures within 60 feet are subjected to a DC 25 mariner's curse spell. The locations of those that critically fail are known to the ghost until the curse is removed. This curse ends if the ghost is permanently destroyed.
Rejuvenation (divine, necromancy) When the ghost pirate captain is destroyed, they re-form after 2d4 days within the ship or location they're bound to, fully healed.