Jolly Roger (5e Creature)
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Medium undead, chaotic evil
Armor Class 13 (padded armor)
Saving Throws Wis +2
Undead Fortitude. If damage reduces the jolly roger to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the jolly roger drops to 1 hit point instead.
Multiattack. The jolly roger makes two attacks, only one of which can be with its Cackling Touch.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Cackling Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage and the target must make a DC 13 Constitution saving throw. On a failure, the creature is stricken with uncontrollable fits of laughter, falling prone and becoming incapacitated. Creatures immune to being charmed are unaffected. At the end of each of the affected creature’s turns, the creature can repeat the saving throw, taking 5 (1d10) necrotic damage on a failure or ending the effect on itself on a success.
A jolly roger is the undead form of a pirate, buccaneer or privateer who died at sea. These foul creatures were usually captains or officers while living, and retain their taste for command after death. They are often found as leaders of a crew of pirate skeletons and zombies.
Privateer. If the jolly roger was formerly a privateer, they will still have a contractual obligation to the political entity that gave them privateer status, and will attempt to collect treasure and fight the enemies the political entity had at the time of their death, delivering half of the treasure they collect to that entity. Even if the political entity makes peace with their enemy, the privateer will continue forever to attack their former enemy.
Undead Nature. A jolly roger doesn't require air, food, drink, or sleep.
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