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Davy Jones CR: 10

Medium humanoid spirit, lawful neutral
Armor Class: 19
Hit Points: 102
Speed: 30 ft

STR

21 +5

DEX

20 +5

CON

18 +4

INT

14 +2

WIS

15 +2

CHA

18 +4

Saving Throws: INT +6, WIS +6, CHA +8
Skills: Truesight 120 ft., Passive Perception 12
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Languages: All languages.
Challenge Rating: 10
Proficiency Bonus: +4

At will: Blink, sleep

1/day: greater invisibility, finger of death

3/day: Inflict Wounds


Legendary Resistance (3/day). If Davy Jones fails a saving throw, he can succeed instead.   Innate Spellcasting. Davy Jones' innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components.   Magic Resistance. Davy Jones has advantage on saving throws against spells and other magical effects.   Horrifying Visage. Each non-undead creature within 60 feet of Davy Jones that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Davy Jones is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Davy Jones' Horrifying Visage for the next 24 hours.   Being of Nature. When Davy Jones is defeated, he reforms in the Realm of Death within 1 hour.

Actions

Scythe. Melee Weapon Attack, +9 to hit, Reach 5 ft. Hit: (2d4 + 4) slashing damage. If the target is a creature, it must make a DC 18 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) psychic damage.   The Ferryman. Ranged Weapon Attack, +4 to hit, Range 30/90 ft., one target. Hit: (1d10 + 2) piercing damage. If the target is a creature, it must make a DC 16 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, the creature takes 10 (3d6) psychic damage.

Legendary Actions

Davy Jones can make three Legendary Actions, choosing from the list below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Davy Jones regains spent Legendary Actions at the end of it's turn.   Attack. Davy Jones can make one Scythe attack.   Summon Chain (2 Actions). Davy Jones summons a ghostly chain. Target Creature must suceed on a DC 16 Dexterity saving throw or be bound (paralyzed) for up to 1 minute. At the end of each of it's turns, the creature can make a Strength saving throw to break free. On a success, the target escapes. The Ghostly Chain becomes it's own creature and can attempt to bind a target creature of Davy Jones' choice.   Drop Anchor (3 Actions). Davy Jones targets a creature with 0 hit points within 5 feet of it. The target must succeed on a DC 16 Charisma saving throw or the creature’s life essence is drained away. After the creature’s life essence is drained away, it cannot be returned to life with a resurrection, raise dead spell or similar magic.

A ghostly seaman who leads the dead to the Realm of Death

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