Captain Reginald Dafeers is a ghostly human with a large beard, piercing blue eyes that glow blue and a bellowing voice. Even in death, he wears a ship captain’s garb and a large feather hat weilding a cutlass and a small hand crossbow.
Captain Reginald Dafeers
Medium Undead, Lawful Evil
Armor Class 14
Hit Points 60 (10d8+20)
Speed: 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
15 (+3) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 15 (+3)
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunity: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: Common
Challenge 7 (2,900 XP)
Ethereal Sight: Captain Dafeers can see 60 feet into the Ethereal Plane when he is on the Material Plan, and vice versa.
Incorporeal Movement: Captain Dafeers can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Suave Defense: Captain Dafeers can add his Charisma modifier to his AC.
Actions:
Multiattack: Captain Dafeers can make three attacks: One with his light crossbow and two with his cutlass.
Light Crossbow: Ranged Weapon Attack: +5 to hit, range 80/320, one target. Hit: 5 (1d8+1) necrotic damage.
Cutlass: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) necrotic damage.
Legendary Actions
Captain Dafeers can take 3 legendary actions, choosing from the options below. One one legendary action option can be used at a time and only at the end of another creature’s turn. Captain Dafeers regains spent legendary actions at the start of his turn.
Keelhaul the Scum: Captain Dafeers picks one enemy he can see. All ghosts within the sound of his voice gain advantage to attack that enemy until the beginning of Captain Dafeer’s next turn.
Give No Quarter: Captain Dafeers picks one enemy he can see. All ghosts within 5 feet of that enemy may make a free melee attack against it.
Dead Men Tell No Tales: (Costs 2 actions) Any corpse within the sound of the captain’s voice animates as a zombie and follows Captain Dafeers’ orders. A zombie remains animated for one hour unless destroyed or Captain Dafeers is defeated. Treat the zombie as a summoned creature.
Ghost Crew
Medium Undead
Armor Class 12
Hit Points 20 (5d8)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunity: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 11
Languages: Common
Challenge 2 (450 XP)
Ethereal Sight: A ghost crew can see 60 feet into the Ethereal Plane when it is on the Material Plan, and vice versa.
Incorporeal Movement: A ghost crew can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Ghost Blade. Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit: 8 (2d6+2) necrotic damage.
Ghost Net. Ranged Weapon Attack, +4 to hit, reach 15 ft., one target. Hit: Target is grappled. This attack can only affect a medium-sized creature or smaller. A creature can use its action to make a DC 15 Strength check to free itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees a creature without harming it. The net has all of the same damage resistances and immunities of the ghost crew.