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Deckhand Mind-Linked Deckhand Medium humanoid (any race), neutral evil Armor Class 16 (Chain Shirt, Shield) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 13 (+1) 10 (+0) 12 (+1) 20 (+5) Saving Throws Wis +3, Cha +7 Skills Athletics +7, Perception +3 Senses passive Perception 13 Languages Common, telepathy 60 ft. Challenge 4 (1,100 XP) (Defensive CR 1/4, Offensive CR 7) Hive Mind of the Deep. The deckhand is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. Pact-Bound Prowess. The deckhand's attack bonus for its weapon and spell attacks is +8. (This is derived from its +5 Strength/Charisma and a +3 proficiency bonus granted by its pact). Actions Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Bonus Actions Summon Psychic Echo (1/Day). The deckhand summons a Psychic Echo in an unoccupied space it can see within 30 feet. This echo is a translucent, watery duplicate of the deckhand. It lasts for 1 minute or until the deckhand's concentration is broken (as if concentrating on a spell). As a bonus action on its turn (including the turn it's summoned), the deckhand can move the echo up to 30 feet and make a melee spell attack from the echo's space. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) psychic damage. Psionic Barbs. If the deckhand is not concentrating on its Psychic Echo, it can use its bonus action to wreathe itself in psionic energy. The next time a creature hits the deckhand with a melee attack before the start of the deckhand's next turn, that creature takes 5 (1d10) psychic damage. |
Pow Ming Pow Ming, Slarkrethel's Hand Medium humanoid (human), neutral evil Armor Class 12 (15 with Pact Armor) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 20 (+5) Saving Throws Int +6, Wis +5, Cha +8 Skills Insight +8, Deception +8, Persuasion +8 Damage Resistances Psychic Senses passive Perception 12 Languages Common, Deep Speech, telepathy 60 ft. Challenge 5 (1,800 XP) Hive Mind of the Deep. As with the Deckhands, Pow Ming is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. Pact Armor (1/Day). As a bonus action on her first turn in combat, Pow Ming can magically manifest a shimmering field of psionic force. Her AC increases to 15 for 1 hour. Actions: Mind Spike. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 27 (5d10) psychic damage. Synaptic Scramble (Recharge 5–6). Pow Ming releases a burst of psionic static in a 20-foot radius. Each creature in that area must make a DC 16 Intelligence saving throw. On a failed save, a creature takes 28 (8d6) psychic damage and must subtract 1d6 from all attack rolls and ability checks it makes before the end of Pow Ming's next turn. On a successful save, the creature takes half as much damage and suffers no other effect. Grasping Abyss (1/Day). Pow Ming conjures a 20-foot square of grasping, shadowy tentacles (or watery, mind-bending tendrils) on the ground at a point she can see within 60 feet. This ability functions identically to the Evard's Black Tentacles spell (Save DC 16). Bonus Actions: Detect Thoughts (At-Will). Pow Ming targets one creature she can see within 30 feet. She gains insight into its surface thoughts (as the Detect Thoughts spell). As an action on subsequent turns, she can probe deeper (DC 16 Wisdom save to resist). This is perfect for her to call out the party's plans or mock the warlock. Reactions: Ink Cloud (Recharge 5–6). When Pow Ming is damaged by a creature within 5 feet of her, she can use her reaction to release a 10-foot-radius cloud of magical, inky darkness centered on herself. The cloud lasts until the end of her next turn. She can then move up to 10 feet without provoking opportunity attacks. |
Captain Storn Captain Nelvin Storn Medium humanoid (human), neutral evil Armor Class 20 (Plate, Shield) Hit Points 136 (16d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 16 (+3) Saving Throws Str +7, Con +7, Wis +5 Skills Athletics +10 (Expertise), Insight +5, Intimidation +6, Perception +5 Damage Resistances Psychic Senses passive Perception 15 Languages Common, Deep Speech, telepathy 60 ft. Challenge 6 (2,300 XP) Hive Mind of the Deep. Storn is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. Mind-Crushing Grasp. At the start of each of its turns, any creature grappled by Storn takes 5 (1d10) psychic damage. Actions Multiattack. Storn makes two attacks. He can replace one of these attacks with a Grapple attempt. Pact-Infused Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Grapple. Storn attempts to grapple one creature. His +10 bonus to the Athletics check makes him exceptionally good at this. Bonus Actions Commander's Order (Recharge 5–6). Storn telepathically barks an order at one Mind-Linked Deckhand he can see. That Deckhand can use its reaction to immediately move up to half its speed and make one Scimitar attack. Reactions Protect the Crew. When a creature Storn can see attacks a target other than himself that is within 5 feet of him, Storn can use his reaction to impose disadvantage on the attack roll. |
Lord Drylund Lord Khaspere Drylund Medium humanoid (human), neutral evil Armor Class 17 (Pact-Woven Robes) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 16 (+3) 18 (+4) 20 (+5) Saving Throws Int +7, Wis +8, Cha +9 Skills Deception +13, Insight +12, Persuasion +13 Damage Resistances Psychic Senses passive Perception 14 Languages Common, Deep Speech, telepathy 120 ft. Challenge 10 (5,900 XP) Hive Mind of the Deep. Drylund is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. Desperate Escape. The first time Drylund is reduced to half his hit points (67 HP) or fewer, he can use his reaction to cast Misty Step (psionic-flavored) and telepathically scream for help. His allies (Pow Ming, Storn, and Deckhands) are alerted and arrive in 1d4 rounds. Actions Greed's Sting. Melee Weapon Attack: +9 to hit (uses Charisma), reach 5 ft., one target. Hit: 7 (1d8 + 5) piercing damage plus 18 (4d8) psychic damage. On a hit, the target must make a DC 17 Wisdom saving throw or be overcome with avarice. The target must use its reaction to move up to its speed toward the most valuable object it can see (as determined by the DM). Idol of the Deep (Recharge 5–6). Drylund summons the psionic image of a kraken in a 20-foot cube. Each creature in that area must make a DC 17 Intelligence saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is Stunned until the end of Drylund's next turn. On a successful save, the creature takes half as much damage and is not Stunned. Whispers of Madness (1/Day). Drylund targets one creature he can see within 60 feet. This functions identically to the Dominate Person spell (Save DC 17). Bonus Actions Lord's Command. Drylund issues a one-word telepathic command to one creature he can see. This functions identically to the Command spell (Save DC 17). He typically uses "Grovel," "Flee," or "Drop." Reactions Golden Bonds. When a creature Drylund can see hits him with an attack, he can use his reaction to wrap the attacker in psionic chains. The attacker must succeed on a DC 17 Charisma saving throw or become Restrained until the end of its next turn. Legendary Actions Lord Drylund can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn. Teleport (Costs 2 Actions). Drylund teleports up to 30 feet to an unoccupied space he can see. Use Bonus Action. Drylund uses his Lord's Command. Grasping Psyche. One creature Drylund can see must make a DC 17 Strength saving throw or be pulled up to 15 feet in a straight line toward him. Lair Actions (His Office) On initiative count 20 (losing initiative ties), Drylund can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row. Aquarium's Wrath. The squid in the aquarium causes a spectral tentacle to lash out. One creature Drylund can see must make a DC 17 Dexterity saving throw. On a failure, the creature takes 13 (3d8) cold damage and is Grappled (escape DC 17) by the spectral tentacle. The tentacle has a reach of 30 feet. Ink Cloud. The squid squirts ink, magically filling a 30-foot-radius sphere with inky darkness (as the Darkness spell). It lasts until the start of the next lair action. Drylund can see through this darkness. Spoiler |
