Vampirate Captain

Medium undead, typically lawful evil

Armor Class

15 (natural armor)

Hit Points

85 (10d8 + 40)

Speed

walk 30 ft.

Saves

wis +4, con +7, cha +6

Senses

darkvision 120 ft.

Languages

the languages it knew in life

Challenge

6

Proficiency Bonus

+3

Explode

When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage.

Spider Climb

The captain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature

The captain doesn't require air or drink.

Actions

Energy Drain

Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain's choice) under the DM's control.

Heavy Crossbow

Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 19 (3d10 + 3) piercing damage.

Ship Invisibility (Recharges after a Short or Long Rest)

A ship upon which the captain stands, along with all creatures and objects aboard it, becomes invisible to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if concentrating on a spell), and it lasts for up to 1 hour. The effect ends if the captain leaves the ship.