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Grey Admiral

Medium undead, lawful evil

AC
18
HP
180
Speed
30
CR
12

The commodore drills the drowned; the admiral spends them. She stands on nothing at the harbour mouth and watches the tide turn like a ledger page, moving wreckage the way other officers move flags. Her fleet sank years ago. It still reports for duty.


Armor Class 18 (admiral's grave-plate)

Hit Points 180 (19d8 + 95)

Speed 30 ft.


STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)

Saving Throws Cha +8, Str +9, Wis +7

Skills Perception +7, Intimidation +8

Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages Common, Aquan

Challenge 12


Traits

Legendary Resistance (2/Day). If the admiral fails a saving throw, it can choose to succeed instead.

Fleet Call (1/Day). The admiral summons 2 drowned sailor spirits that rise in unoccupied spaces within 30 feet and obey her. Each spirit has AC 13, 22 hit points, speed 30 ft. and swim 30 ft., and one spectral cutlass attack dealing 5 (1d6 + 2) Slashing damage. They last for 1 hour or until destroyed.

Actions

Multiattack. The admiral makes three cutlass attacks.

Cutlass. Melee Attack Roll: +9, reach 5 ft. Hit: 22 (5d6 + 5) Slashing damage.

Legendary Actions

Cutlass. The admiral makes one cutlass attack.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022