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Nemo, Captain

Challenge
Tags
Terrain
str
19
dex
16
con
12
int
20
wis
12
cha
11

AC 17 (imbued breastplate)
HP 49 (9d8+9; bloodied 24)
Speed 30 ft.


Proficiency +4; Maneuver DC 16
Saving Throws Con +5, Int +9
Skills Arcana +9, History +9, Investigation +9, Nature +9, Perception +1 (advantage)
Senses passive Perception 16
Languages English, French, German, Hindi


Brilliant Suggestion (5/ long rest ). Captain Nemo can use his reaction when he or another creature he can see within 30 feet makes an ability check or saving throw , gaining +5  bonus.

Enchanted Firearm. At the end of a long rest , Captain Nemo can use woodcarver’s tools to turn a rod, staff, or wand into an enchanted firearm. He can only modify one magic item at a time using this feature. Captain Nemo deals an extra 1d8 damage with any inventor spell he casts using this item.

Imbued Items. At the end of a long rest Captain Nemo can touch up to 3 nonmagical objects, turning them into magical objects containing one of the following abilities. If it requires attunement Captain Nemo is automatically attuned to it unless he decides otherwise. The object retains this ability indefinitely or for 5 days following his death. When Captain Nemo imbues a fourth item, the effect ends on the oldest use of this feature.
Armor Protectives: A creature gains resistance to a type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) while wearing this armor.
Auto-Ammunition: A creature gains a +1 bonus to ranged attack and ranged damage rolls made with this weapon. It never needs to be reloaded.
Improved Defense: A creature’s AC increases by 1 while wearing this item.
Improved Weaponry: A creature gains a +1 bonus to attack and damage rolls made with this weapon.

Mechanical Enchantment: The item duplicates the effects of eyes of the eagle or gauntlets of ogre power .

Mechanical Enchantment: The item duplicates the effects of gauntlets of ogre power .

Minor Artillery. Captain Nemo can use an action and either smith’s tools or woodcarver’s tools to craft a Tiny or Small cannon (AC 18, hit points 45; immune to poison, psychic, and all conditions) in an unoccupied space within 5 feet, choosing whether or not it has legs. He can only do so once between long rests , or by expending a spell slot of 1st level or higher, but can never have more than one minor artillery cannon at a time. Casting mending on a cannon restored 2d6 hit points. It lasts for 1 hour, until he uses an action to dismiss it, or until it is reduced to 0 hit points.

On his turn, if Captain Nemo is within 60 feet of it he can use a bonus action to fire his minor artillery cannon. If it has legs, as part of the same bonus action he can command it to walk or climb up to 15 feet. While within 60 feet of it, Captain Nemo can use an action to detonate the minor artillery cannon, destroying it. Creatures within 20 feet of it make a DC 17 Dexterity Saving throw or take 13 (3d8) force damage, or half as much on a successful save.
Abjurative: Energy flows outward in a 10-foot radius, granting 14 (2d8+5) temporary hit points to creatures in the area.
Fire: Flames spit out in a 15-foot cone adjacent to the cannon. Each creature in the area makes a DC 17 Dexterity saving throw or take 13 (3d8) fire damage, or half as much on a successful save. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force: Captain Nemo makes a ranged spell attack against a creature or object within 120 feet of the cannon, dealing 13 (3d8) force damage on a successful hit and pushing the target up to 5 feet away.

Minor Inventions. Captain Nemo uses an action to touch a nonmagical object, working on it with his tinker’s tools or other artisan’s tools. It gains one of the following properties until he spends an action touching it to end the effect:
◆ It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
◆ It stores a spoken message up to 6 seconds long. Whenever a creature manipulates the object, it emits the spoken message loud
enough for creatures as far as 10 feet away to hear it.
◆ It continuously discharges a scent or plays a nonverbal sound loud enough for creatures as far as 10 feet away to hear it.
◆ It displays a visual effect on one surface (as many as 25 words, simple illustrations, or a mixture of both).
◆ Captain Nemo can affect up to 5 number of objects at the same time, ending the effect on the oldest use of this feature when he exceeds his maximum.

Never Without A Toolbox. With 1 hour of uninterrupted work and using tinker’s tools, Captain Nemo can craft a set of artisan’s tools in an unoccupied space within 5 feet. He may do so during a short or long rest . Captain Nemo can only have a single set of artisan’s tools crafted using this feature at a time.

Spellcasting . Captain Nemo is a 9th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He requires a set of tools he’s proficient with to use this feature, one of his imbued items, a minor artillery cannon, or an enchanted firearm. Captain Nemo has the following spells prepared from the inventor’s spell list:
Cantrips: light , message
1st-level (4 slots): expeditious retreat , feather fall , grease , longstrider , shield , thunderwave
2nd-level (3 slots): enhance ability , heat metal , scorching ray , shatter
3rd-level (2 slots): fireball , haste , protection from energy , revivify , wind wall

Tool Mastery. When Captain Nemo makes an ability check that uses a tool kit, he gains his proficiency bonus and a 1d8 expertise die .


ACTIONS

Imbued Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) magical slashing damage.

Auto-Ammunition Rifle. Ranged Weapon Attack: +8 to hit, range 80/240 ft., one target. Hit: 13 (2d8+4) magical piercing damage.

Description

“Not a mistake has been made in the working. But we cannot prevent equilibrium from producing its effects. We may brave human laws, but we cannot resist natural ones.”

Bold words from a brave and brilliant man, an inventor of the highest caliber, explorer of the deep blue, and anti-imperialist hero, the mysterious Captain Nemo!

When I was a wee little fellow I read a pocket edition of Twenty Thousand Leagues Under the Sea at least a dozen times, and while I can scarcely remember the other characters in that book Captain Nemo still stands out. You won’t learn very much about him in that book (although he is definitely awesome throughout) aside from his hatred for imperialism, that his family was gone, and of course that he was a truly brilliant inventor who crafted his own, very large, submarine.

Another book, (The Mysterious Island), reveals that Captain Nemo was indeed royalty (the Prince of Dakkar and son of the Hindu raja of Bundelkhand), given a Western education, and toured Europe before he lost his family and kingdom in the Indian Rebellion of 1857.

Afterward he embraced science and constructed the Nautilus , traveling across the globe with his crew and recovering sunken treasure. Eventually he died of old age while on board his ship which was sunk into Dakkar Grotto, in the southern Pacific Ocean.

Signs

LEGENDS AND LORE

Success on an Engineering or History check reveals the following:

DC 15 The Nautilus is a terrible creature that preys upon peaceful seafaring vessels.

DC 18 The Nautilus is a massive construct wrought by a brilliant inventor.

DC 21 The submersible ship is actually a complex vessel with more than a dozen crew.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.