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