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Ghost Of Blackbeard - AI-generated fantasy Monster

Ghost Of Blackbeard

Edward Teach, called Blackbeard, did not die when his body was dragged beneath the waves. His rage, vanity, and hunger for dominion fused with the wreckage of his flagship. Now the ghost claims every ship that sails through his waters, forcing captains to swear allegiance or watch their crews vanish into the deep. Sailors say he can be appeased only by returning the final stolen treasure to the sea and speaking the names of every sailor he betrayed.

MediumUndead(Shapechanger)CR Challenge 20Chaotic Evil

Ghost Of Blackbeard

UndeadLegendaryPirateGhostMaritime HorrorBossController
HP315AC+13SPD0 ft., fly 60 ft. hover, Swim 60 ft.CR20 (25,000 XP)DeceptionIntimidationPerceptionStealth
STR
22
DEX
24
save
CON
22
save
INT
16
WIS
20
save
CHA
24
save
Incorporeal Movement. Blackbeard can move through other creatures and objects as if they were difficult terrain. If he ends his turn inside an object, he takes 5 force damage.
Legendary Resistance. Blackbeard has advantage on saving throws against spells and other magical effects.
Undead Nature. Blackbeard can breathe air and water, and he does not need to eat, drink, sleep, or breathe.
Blood in the Water. When Blackbeard scores a critical hit or reduces a creature to 0 hit points, he can move up to half his speed and make one Spectral Pistol attack.
Haunted Arsenal. Blackbeard's weapon attacks are magical. When he hits with Dread Cutlass, he can choose to deal necrotic damage instead of slashing damage.
Master of the Veil. Blackbeard can see normally through fog, smoke, magical darkness, and heavy rain. Nonmagical difficult terrain does not slow him.
Captain of the Dead. While within 1 mile of the Queen Anne's Revenge or the Captain's Medallion, Blackbeard knows the location of every creature that enters the area unless it is protected by magic that blocks divination.
Terror of the Black Flag. The ghost has advantage on Charisma checks made to intimidate sailors, pirates, criminals, or creatures that have witnessed a shipwreck.
Multiattack. The ghost makes three attacks: one with Dread Cutlass and two with Spectral Pistol.
Dread Cutlass. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 15 () slashing damage plus 9 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or its hit point maximum is reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Spectral Pistol. Ranged Weapon Attack: to hit, range 120/480 ft., one target. Hit: 13 () piercing damage plus 10 () necrotic damage. The shot ignores half and three-quarters cover, and it passes through nonmagical objects without losing momentum.
Black Powder Broadside. The ghost exhales a storm of black seawater and ghostly powder in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 45 () necrotic damage and becoming blinded until the end of its next turn on a failed save, or half as much damage and no blindness on a successful one. A creature that fails the save by 5 or more is also knocked prone.
Captain's Command. The ghost chooses up to six creatures it can see within 90 feet. Each target must make a Wisdom saving throw. On a failed save, a target is frightened for 1 minute and must immediately use its reaction, if available, to move up to half its speed toward the nearest body of water or drop prone, the ghost's choice. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon the Queen Anne's Revenge. The ghost summons a spectral longboat in an unoccupied space it can see within 60 feet. The boat occupies a 20-foot-by-10-foot area, has AC 18, 80 hit points, immunity to poison and psychic damage, and resistance to all other damage. It lasts for 1 hour, until reduced to 0 hit points, or until the ghost dismisses it. While aboard, the ghost and its allies have half cover, and the ghost can move the boat up to 60 feet as a bonus action.
Into the Mist. When the ghost is hit by an attack, it halves the attack's damage against itself and moves up to 15 feet without provoking opportunity attacks. The ghost can use this reaction three times per day.
Spectral Step. The ghost moves up to half its speed without provoking opportunity attacks. It can move through creatures and objects as if they were difficult terrain, taking 5 force damage if it ends its turn inside an object.
Ghostly Shot. The ghost makes one Spectral Pistol attack.
Drag Below (Costs 2 Actions). One creature the ghost can see within 60 feet must succeed on a Strength saving throw or be pulled up to 20 feet toward the ghost and knocked prone.
Spectral Cannonade (Costs 2 Actions). The ghost causes a spectral cannon to fire at a point it can see within 120 feet. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 18 () force damage and being pushed 10 feet on a failed save, or half as much damage without being pushed on a successful one.
Cantrips
Minor IllusionIllusion The ghost creates a harmless sensory effect, such as the sound of creaking timbers, distant cannon fire, or a whispered threat.
Shape WaterTransmutation The ghost creates or manipulates water within range, often causing ropes to snap, decks to flood, or seawater to pour from locked containers.
2nd level
InvisibilityIllusion The ghost becomes invisible until it attacks, casts a spell, or ends concentration.
Misty StepConjuration The ghost creates a 20-foot-radius sphere of fog centered on a point within range. The area is heavily obscured.
3rd level
Wind WallEvocation The ghost creates a wall of wind that can scatter smoke, extinguish flames, and make ranged attacks through the area difficult.
4th level
DarknessEvocation The ghost creates a 20-foot-radius sphere of magical darkness that it can see through.
5th level
Wall of WaterEvocation The ghost creates a wall of water that can knock creatures prone, extinguish fire, and divide the battlefield.
Control WindsTransmutation The ghost summons a violent storm in a 20-foot-radius cylinder. Creatures in the area must contend with heavy rain, strong winds, and dangerous lightning.
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