Athletics +9, Intimidation +9, Perception +5, Persuasion +9, Sleight of Hand +8
passive Perception 15
Sea Devil’s Fury.
Black Beard’s melee attacks deal an extra 14 (4d6) fire damage while aboard a ship or near a large body of water.
Any creature that starts its turn within 30 feet of Black Beard and can see him must succeed on a DC 17 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.
As a bonus action, Black Beard can shout orders to his crew. Up to 3 allied creatures that can hear him each gain one of the following benefits until the start of his next turn:
When Black Beard scores a critical hit with a melee weapon, he can immediately make another attack as a bonus action.
Black Beard makes three attacks with his Infernal Cutlass or his flintlock pistol, or two with each weapon.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage plus 14 (4d6) fire damage.
If the target is frightened, it takes an additional 7 (2d6) psychic damage.
Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target.
Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage.
Black Beard ignites a keg of cursed powder, creating a fiery explosion in a 20-foot radius centered on himself.
Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a success.
Black Beard automatically succeeds on this save.
Black Beard roars, calling upon his crew and the sea itself. Up to 5 allied pirates (or summoned spectral crew) immediately take a reaction to move up to their speed and make one weapon attack.
Black Beard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent actions at the start of his turn.
1. Move. Black Beard moves up to half his speed without provoking opportunity attacks.
2. Intimidating Glare. One creature within 30 feet that can see him must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
3. Twin Strike (Costs 2 Actions). Black Beard makes two Infernal Cutlass attacks.
4. Fire the Cannons! (Costs 3 Actions). A spectral broadside erupts — all creatures in a 60-foot-long, 10-foot-wide line must make a DC 17 Dexterity save or take 27 (6d8) force damage.
(aboard the Queen’s Fury)
On initiative count 20 (losing ties), Black Beard can take one of the following actions:
A towering figure cloaked in sea-salted black leathers, Black Beard cuts a silhouette that every sailor knows and dreads. His tangled beard smolders faintly with embers — a constant reminder of the infernal pact that fuels his unholy legend. Scars crisscross his weather-beaten skin, and his eyes burn with a molten, storm-gray fury that seems to see through both fog and fear.
When he strides the deck of his ship, The Queen’s Fury, the air itself grows heavy with gunpowder and dread. His laughter carries over cannon fire like thunder, and whispers claim the sea bows before him, for he bartered his soul to command its rage. Neither man nor monster dares challenge him openly — for when his cutlass blazes and the cannons roar, the ocean itself seems to bleed black.
Aquatic