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Capitan John

Capitan John Medium Undead, Caotic Evil 2 450 xp

  • Armor class 13 (natural)
  • Hit points 36 (8d8)
  • Speed 30
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Int, Wis, Char

Damage Resistances: Necrotic

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Todos los idiomas

Challenge: 2 (450 xp)

Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast’s Stench for 24 hours.

Actions

Gun (6-recharge) Ranged Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.

Sable. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.

Legendary Actions

Rise undeads:
Raises four undead pirates with 1hp

Second chance:
Captain John wakes up with half his HP