Dark Devotion. The Captain has advantage on saving throws against being charmed or frightened.
Spellcasting. The Captain is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Goose has following Bard spells prepared:
Cantrips (at will): Fire Bolt
1st level (1 slot): Bane
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 7(1d10 + 1) fire damage
Parry. The captain adds 2 to its AC against one attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon or wand.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
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