Captain Inchan
hammerhead were-shark dread-captain of the reef-corsairs
Captain Inchan — The Encounter
hammerhead were-shark dread-captain of the reef-corsairs · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Captain Inchan
Inchan rose from the press-ganged crews of a sunken slaver, the first of the cursed sharks to keep both mind and malice when the change took him. He welded a pair of swivel-guns to the stumps of his arms and named himself captain of the reef-corsairs, a warband of were-sharks who hunt the shipping lanes by scent of blood in bilgewater. His broad hammer-skull lets him sense the panicked heartbeat of prey three decks down. The Pirate Sharks fear him more than any storm, for a captain who cannot drown and cannot be frightened answers mutiny with a single bite. He flies a flag of skulls and keeps the gold; the crew keeps the meat.
Run Captain Inchan in Sixty Seconds
- Lead with the cone then Scattershot any cluster the instant it recharges.
- Smell blood then Blood Frenzy gives advantage on anything already hurt.
- Charge to topple then Hammerhead Charge knocks a key target prone before the Bite.
- Guard the crew then spend Captain's Bark to keep a lieutenant standing.
- Never frightened then ignore fear effects and keep barking orders.
Captain Inchan
Large monstrosity (shapechanger), chaotic evil
CR 11 · 7,200 XP · GUIDELINEBlood Frenzy. Captain Inchan has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Hammerhead Charge. If Inchan moves at least 15 feet straight toward a target and hits it with his cannon-arm slam in the same turn, the target takes an extra 14 (4d6) bludgeoning damage and must succeed on a DC 17 Strength save or be knocked prone.
Amphibious. Inchan can breathe air and water.
Actions
Multiattack. Captain Inchan makes two attacks: one Bite and one Cannon-Arm Slam, or he fires Scattershot.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 5) piercing damage.
Cannon-Arm Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 5) bludgeoning damage.
Scattershot (Recharge 5-6). Inchan discharges his arm-cannon in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much on a success.
Bonus Actions & Reactions
Captain's Bark. As a reaction when an allied Pirate Shark within 30 feet is hit by an attack, Inchan can shout an order, granting that ally +2 AC against the triggering attack.
Legendary Actions (3/Round)
Slam. Inchan makes one Cannon-Arm Slam attack.
Reposition (Costs 1 Action). Inchan moves up to his speed without provoking opportunity attacks.
Frenzied Bite (Costs 2 Actions). Inchan makes one Bite attack with advantage.
A hammerhead leviathan in salvaged plate, Captain Inchan levels his cannon-arms and lets the tide of teeth behind him do the boarding.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Scattershot into the clustered party, then wade in swinging a cannon-arm. Keep the smaller sharks between Inchan and the archers so Captain's Bark can shield them. Fight as a boarding crew, never alone.
Charge the healer first, knocking them prone with Hammerhead Charge, then Bite to trigger Blood Frenzy. Recharge Scattershot whenever two or more foes bunch up. He leads from the front while the warband flanks.
Lead the assault: Scattershot the line, Charge the most isolated PC, then spend legendary actions to Reposition between bloodied targets and Frenzied Bite them down. Bark to keep his lieutenants alive while they pin the party.
Put Captain Inchan on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Captain Inchan?
He is a CR 11 (7,200 XP) Tier 3 boss at his native numbers. The included Tier 1 and Tier 2 stat lines let you drop him to roughly CR 2 or CR 6 for lower-level tables.
How does Captain Inchan fight alongside the rest of the Pirate Sharks?
He is the warband's commander, leading from the front. Captain's Bark shields his crew, Scattershot softens the party, and his legendary actions let him hunt bloodied targets while the lesser sharks flank and pin. He is the one Pirate Shark built to anchor a fight solo if needed.
Is Captain Inchan humanoid or beast?
He is a Large monstrosity with the shapechanger nature of a were-shark, frame the curse through sailor folklore rather than any proprietary cosmology.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
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