Chosen Captain

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Many hear the call of the deeps, tempting the soul like a siren’s song. Some only hear this call in fleeting dreams, but for others, the sea’s beckoning whisper gradually becomes an undeniable roar.

Some (by their count) fortunate souls find themselves claimed by the depths. Transformed by the presence of elder gods from the lowest inky deeps, these “Chosen” sprout aquatic tentacles from their face and head. Some might manifest other aquatic adaptations, such as fish scales, barnacle growths, and the like.

Chosen Captain

Monster Level: 10
Medium. Abominable Eldritch Humanoid
STR DEX END AWR INT CHA
3 4 2 1 0 4
Ref: 14 Fort: 12 Ant: 11 Log: 10 Will: 14
Armor Rating 13 Resist Occult 6
Hit Points 65 Senses Low-Light Vision 60ft
Speed 30ft, Swim 30ft Traits Iron Will
Skills (STR) Applied Force +3; (INT) Religion [Oceanic Occultism] +4; (CHA) Intimidating +3, Persuading +3
Features
Amphibious. The Chosen Captain can breathe both air and water.

One with the Deep. When a Chosen Captain reaches 0 HP, roll 1d4. On a 4, the crewmate’s corpse immediately dissolves into 1d4 Swarms of Crustaceans. The Swarm takes the same initiative as the Chosen Captain.

Gift of the Chosen. Any creature that hits the Chosen Captain with an attack or ability that deals psychic damage must make a DC 14 CHA check or contract Gift of the Chosen (see Appendix B).

Actions

The Chosen can take THREE of the following actions, or take the same action three times.

Move. The Chosen Captain can move up to its speed.

Claw. Melee Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp.

Cutlass. Melee One-Handed Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp.

Hand Crossbow. Ranged (60ft) Weapon. +3 vs AR. Hit: 6 (1d4+4) sharp.

OR the Chosen can MOVE and take ONE of the following actions.

Rally the Crew. All allied Chosen within 30ft of the Chosen Captain gain +2 TA and +2 damage on each of their next attack rolls.

Proselytize. 15ft Radius Natural Weapon. +4 vs the WILL of each hostile creature within the radius. Hit: 7 (1d6+4) psychic and target becomes Sickened until the end of its next turn, and make a second attack: +1 vs WILL. Hit: The target contracts Gift of the Chosen. Miss: The target is immune to Gift of the Chosen for 24 hours.

Reactions
Exploit (1/Round). The Chosen Captain can Exploit.

Features

Amphibious. The Chosen Captain can breathe both air and water.

One with the Deep. When a Chosen Captain reaches 0 HP, roll 1d4. On a 4, the crewmate’s corpse immediately dissolves into 1d4 Swarms of Crustaceans. The Swarm takes the same initiative as the Chosen Captain.

Gift of the Chosen. Any creature that hits the Chosen Captain with an attack or ability that deals psychic damage must make a DC 14 CHA check or contract Gift of the Chosen (see Appendix B).

Actions

The Chosen can take THREE of the following actions, or take the same action three times.

Move. The Chosen Captain can move up to its speed.

Claw. Melee Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp.

Cutlass. Melee One-Handed Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp.

Hand Crossbow. Ranged (60ft) Weapon. +3 vs AR. Hit: 6 (1d4+4) sharp.

OR the Chosen can MOVE and take ONE of the following actions.

Rally the Crew. All allied Chosen within 30ft of the Chosen Captain gain +2 TA and +2 damage on each of their next attack rolls.

Proselytize. 15ft Radius Natural Weapon. +4 vs the WILL of each hostile creature within the radius. Hit: 7 (1d6+4) psychic and target becomes Sickened until the end of its next turn, and make a second attack: +1 vs WILL. Hit: The target contracts Gift of the Chosen. Miss: The target is immune to Gift of the Chosen for 24 hours.

Reactions

Exploit (1/Round). The Chosen Captain can Exploit.