a world of pirats and magic where you go round as a pirate creating a bounty and doing as you please
Played | 12 times |
Cloned | 0 times |
Created | 44 days ago |
Last Updated | 42 days ago |
Visibility | Public |

Description
Vice Admirals are powerful enforcers of the law on the high seas, wielding authority and strength far beyond that of ordinary sailors. They command respect and fear, using their formidable abilities to maintain order and capture pirates, while their right-hand men support them in battle.
Size | Large |
Type | Humanoid |
CR | 15 |
XP | 13000 |
Languages | Common, Aquan |
Armor Class | 18 |
HP Range | 200 - 300 (Avg: 250) |
Damage Vulnerabilities | Lightning |
Damage Resistances | Bludgeoning, Piercing, Slashing |
Damage Immunities | Poison |
Condition Immunities | Frightened, Charmed |
Admiral's Strike
The Vice Admiral makes a melee attack with their weapon, dealing 3d10 slashing damage plus 2d6 radiant damage.
Aura of Command
The Vice Admiral can project an aura that compels weaker foes to kneel before them. Creatures of their choice within 30 feet must succeed on a Wisdom saving throw or be incapacitated until the end of their next turn.
Summon Right-Hand Man
Once per day, the Vice Admiral can summon a Right-Hand Man to assist in battle. The Right-Hand Man acts on the Vice Admiral's initiative and follows their commands.