Description
How a crew of vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One captain might allow the crew of a plundered ship to live, while another might leave only flotsam and jetsam in the pirates' wake.
The captain is often accompanied by an undying companion, such as a crawling claw or a will-o'-wisp.
Traits
Explode
When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage.
Spider Climb
The captain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature
The captain doesn't require air or drink.
Actions
Energy Drain
Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain's choice) under the DM's control.
Heavy Crossbow
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
Ship Invisibility (Recharges after a Short or Long Rest)
A ship upon which the captain stands, along with all creatures and objects aboard it, becomes invisible to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if concentrating on a spell), and it lasts for up to 1 hour. The effect ends if the captain leaves the ship.
Réactions
Uncanny Dodge
The captain halves the damage that it takes from an attack that hits it. The captain must be able to see the attacker.