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MonstersUndead

Ghost Pirate Captain

A drowned tyrant never gave up the wheel, still haunting the wreck where he died and cursing everyone nearby the moment he finally falls.

commonGhostIncorporealSpiritUndead

A drowned tyrant who never gave up the wheel, the ghost pirate captain haunts the wreck or stretch of coast where they met their end, still commanding a crew long gone to the deep. Sinking the ship doesn't end them — only breaking the bond that holds them does.

In play

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.

Level 8

Perception +17 · Senses darkvision · Languages Common, Necril · Skills Acrobatics +18, Diplomacy +15, Intimidation +17, Sailing Lore +16

STRDEXCONINTWISCHA
-5+6+0+2+3+5
ACFortRefWill
26+14+18+15

HP 100 · Immunities death effects, disease, paralyzed, poison, precision, unconscious · Resistances all damage 10 (except force, _ghost touch_, or positive, double resistance vs. non-magical)

Speed fly 25 feet

Actions

  • Melee Ghostly cutlass [Single Action] +20 (Forceful, Magical, Sweep), Damage 2d6+11 negative
  • Ranged Ghostly hand crossbow [Single Action] +20 (range 60 ft, Magical), Damage 2d6+8 negative