Davy Jones (5e Creature)

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Davy Jones[edit]

Medium monstrosity, neutral evil


Armor Class 22 (natural armor)
Hit Points 540 (40d8 + 360)
Speed 40 ft., swim 60 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 29 (+9) 22 (+6) 24 (+7) 22 (+6)

Saving Throws Str +15, Con +17, Wis +15, Cha +14
Skills Athletics +15, Deception +14, Insight +15, Intimidation +14, Perception +15
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 240 ft., passive Perception 25
Languages all
Challenge 27 (105,000 XP)


Action Surge (2/Day). Once per turn, Davy Jones may take one additional action on top of his regular action and a possible bonus action.

Amphibious. Davy Jones can breathe both air and water.

Cursed Weapons. Davy Jones's weapon attacks are magical.

Dead Man's Chest. If his heart is intact, a killed Davy Jones is restored to life in 1d10 minutes, regaining all his hit points and becoming active again.

Legendary Resistance (3/Day). If Davy Jones fails a saving throw, he can choose to succeed instead.

Old Hob. Davy Jones scores a critical hit on a melee attack on an 18-20. When Davy Jones scores a critical hit, he triples the damage as opposed to doubles it.

Reckless. At the start of its turn, Davy Jones can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Speak With Sea Creatures. Davy Jones can speak with sea creatures, such as fish or krakens, as if they share a common language.

Taker of the Damned. Davy Jones can curse a creature with the Black Spot as a bonus action. He may also remove it as a bonus action. Davy Jones and creatures under his command always know the location of a creature cursed with the Black Spot, even if they are on a different plane of existence. Only a wish, god, or Davy Jones himself can cure the Black Spot. If Jones permanently dies, the Black Spot disappears.

ACTIONS

Multiattack. Davy Jones makes six attacks: four with his longsword and two with his claw.

Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage or 18 (2d10 + 7) slashing damage if used with two hands.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Davy Jones can grapple only one target and may only use his claw attack against the grappled target while doing so. Davy Jones may detach his claw from a target as a bonus action.

Call of the Storm. Davy Jones summons the power of the sea to his aide, as a storm begins to wage in an area of his choosing. The terrain now becomes difficult terrain to all creatures except himself.

BONUS ACTIONS

Aggressive. Davy Jones moves up to his speed toward a hostile creature he can see.

Rampage. When Davy Jones reduces a creature to 0 hit points with a melee attack on his turn, moves up to half his speed and makes a claw attack.

REACTIONS

Parry. Davy Jones adds 4 to his AC against one melee attack that would hit him. To do so, Davy Jones must see the attacker and be wielding a melee weapon.

Unbridled Fury. In response to being hit by a melee attack, Davy Jones can make one melee weapon attack with advantage against the attacker.

LEGENDARY ACTIONS

Davy Jones can take his legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Davy Jones regains spent legendary actions at the start of {{{3}}} turn.

Claw. Davy Jones makes one claw attack.

Do you fear death? Do you fear that dark abyss? All your deeds laid bare. All your sins punished. I can offer you...an escape.
—Davy Jones

The seas are dark, expansive, and dangerous. Many things lie beneath its surface, many dark, wretched, mythical things. Dragons, aboleths, krakens, and so much more. But of all the things that haunt the ocean, one of the most feared, the one spoken of only in hushed whispers among sailors, is but a man. Or rather, he once was.

Captain of the Damned. Sailors of all stripes, every shape and size, every life and background, they all tremble in fear at the haunting presence known as Davy Jones. He is the sea, he is the one who brings souls cursed with death down beneath the waves, he is the one who makes entire fleets disappear without a trace.

Davy Jones's Lair

Davy Jones takes the souls of men who die at sea to his own realm of reality, known as Davy Jones' Locker. This is a realm of dead men and trickery, ensuring that few, if any, ever escape. It is also here where his Kraken can dwell.
However, he is rarely found there himself, preferring to remain on the sea of the Material Plane. He dwells almost exclusively on his condemned ship, a warped, ghostly galleon, known as the Flying Dutchman.

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