Monster Dossier

Ghost Pirate Captain

Ghost Pirate Captain is a fantasy monster entry from source BotD.

Level 8

Traits

cemediumghostincorporealspiritundead

Rules & statistics

Monster Profile

Perception

17

Senses

  • Name
    darkvision

Languages

Languages
  • common
  • necril

Skills

Acrobatics
18
Diplomacy
15
Intimidation
17
Sailing lore
16

Ability Mods

Str
-5
Dex
6
Con
0
Int
2
Wis
3
Cha
5

Defenses

Ac
26
Saving Throws
Fort
14
Ref
18
Will
15
Hp
  • Hp
    100
    Abilities
    • negative healing
    • rejuvenation
Immunities
  • death effects
  • disease
  • paralyzed
  • poison
  • precision
  • unconscious
Resistances
  • Name
    all damage
    Amount
    10
    Note
    except force, ghost touch, or positive; double resistance vs. non-magical

Speed

Fly
25

Attacks

  • Range
    Melee
    Traits
    • forceful
    • magical
    • sweep
    Name
    ghostly cutlass
    Attack
    20
    Damage
    2d6+11 negative
  • Range
    Ranged
    Traits
    • magical
    • range increment
    Name
    ghostly hand crossbow
    Attack
    20
    Damage
    2d6+8 negative

Abilities

Top
  • Name
    Ship Bound
    Entries
    • The ghost is typically bound to a vessel, even one damaged beyond repair. They can't venture more than 120 feet away from the ship or site of its wreckage.
Mid
  • Name
    Curse Ye Scallywags!
    Traits
    • curse
    • divine
    • necromancy
    Entries
    • When the ghost pirate captain is reduced to 0 HP, all creatures within 60 feet are subjected to a 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.
  • Name
    Rejuvenation
    Traits
    • divine
    • necromancy
    Entries
    • When the ghost pirate captain is destroyed, they re-form after 2d4 days within the ship or location they're bound to, fully healed. They can be permanently destroyed if their desires are fulfilled, which could involve being defeated in a great battle or ensuring their treasure has been hidden.
Bot
  • Name
    Combat Current
    Activity
    Number
    2
    Unit
    action
    Entries
    • The ghost makes a Strike with its cutlass or hand crossbow, then Flies up to half their Speed and makes a Strike with the other attack. If they moved through an enemy when they Flew, that enemy is flat-footed against the second Strike.
  • Name
    Savvy Joinin' Me Crew?
    Activity
    Number
    1
    Unit
    reaction
    Traits
    • divine
    • necromancy
    Trigger
    The ghost reduces a living creature to 0 Hit Points with a melee Strike
    Entries
    • The creature attempts a 25 Fortitude save. If the creature fails its save, it remains conscious but is controlled by the ghost until it loses its dying condition. It continues to attempt recovery checks as normal for the dying condition. The effect ends if the creature loses the dying condition. If the creature dies while under this effect, it joins the ghost's undead crew in 1d4 days. If the ghost is destroyed before the creature dies, the creature is spared this terrible fate.

Background

Lore

No lore provided.