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Captain Nemo

Medium humanoid (human), lawful good inventor (gunsmith) 9

Armor Class 17 (imbued breastplate)
Hit Points 49 (9d8+9)
Speed 30 ft.

19 (+4) 16 (+3) 12 (+1) 20 (+5) 12 (+1) 11 (+0)

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
Challenge 9 (5,000 XP)

Special Traits

  • 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:
  • Tool Mastery. When Captain Nemo makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +8).


  • 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.


Captain Nemo 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.

When he fails to recollect or discover more about a subject of lore, he knows where or whom can give him that information (usually from an athenaeum, library, institute of higher learning, another scholar, or mystical creature). The lengths to which he must go to acquire this information and the feasibility of doing so is entirely at the GM’s discretion.


The languages Captain Nemo’s statblock has are not RAW (as usual with the Mythological Figures side of this book, everything else is rules-as-written). It also seems like he’s missing his proficiency with the organ but I am pretty sure musical instruments are treated as tool kits, so ‘Tool Mastery’ treats him as Expertise- proficient with it (and for that matter all other musical instruments).

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com