Armor Class 19 (half plate)
Hit Points 75 (10d10 + 25)
Speed 30ft
- +5
20
- +2
13
- +4
18
- +1
12
- +2
15
- -1
8
Saving Throws STR+8, CON+7, INT+4
Damange Resistances psychic
Senses Passive Perception 15
Languages Abyssal, Common
Screams of the Damned A creature attuned to the Greatsword of Soul Drinking will have their maximum hit points reduced by 1 every hour until they unattune or the weapon is destroyed. If the creature’s maximum HP is reduced to zero, its soul is absorbed into the sword.
Infernal Smite The Greatsword of Soul Drinking has three charges. When the captain hits a target with an attack using this weapon, before the damage roll the captain may expend 1 charge to deal 10 points of fire damage to the target in addition to the weapon’s normal damage.
Drinker of Souls Whenever the captain kills a humanoid other than a construct or undead with this magical sword, the humanoid’s soul is absorbed into it and the captain gains 10 temporary hit points. A humanoid whose soul resides within the sword cannot be resurrected by any means except by a Wish spell. Souls can only be released by melting down the sword blade in fire such as a forge, volcano, etc. Souls within the sword cannot communicate, but an Identify spell targeting the sword will reveal the names of every Soul currently trapped within.
Actions
The Captain makes two weapon attacks, or one weapon attack and one tail attack.
Soul Drinker Greatsword melee +7 to hit, reach 5 ft., one target. Hit: 2d6 (5) slashing damage.
Tail Attack melee +7 to hit, reach 5 ft., one target. Hit: 3d8 (13) piercing damage. On a hit the target must succeed on a DC 16 CON save or take 1d8 poison damage and be incapacitated until the end of its next turn.
Reactions
Tail Attack when making an opportunity attack, the captain may use its tail attack instead of a weapon attack.
You Die When I Say You Do When up to 3 allies are reduced to 0 HP, the Captain may use its reaction to force them to remain conscious with 1 HP instead.
Legendary Actions
Get Over Here Once per round, the Captain may move up to 3 allies 15ft closer to him in a straight line.