Evasion. If Adriana Caine is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Adriana Caine instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 (2d6) damage when it hits a target with a melee weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The assassin makes three rapier attacks or two rapier attack and 1 pistol attack
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 15 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Pistol. Ranged Weapon Attack: +8 to hit, range 30/90ft., one target. Hit: 12 (2d10 + 4) piercing damage. (this gun can only hold 2 bullets at a time, and requires 1 action to reload)
Adriana Caine can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Adriana Caine regains spent legendary actions at the start of its turn.
Rapier attack: Adriana can make one rapier attack
Pistol attack: Adriana can make one pistol attack
Reload: Adriana can reload her pistol
(Costs 2 Actions) Parkour: Adriana can move anywhere on her ship and attacks of opportunity have disadvantage
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Adriana Caine can take a lair action to take one of the following actions. She can't use the same effect two rounds in a row.
Harpoon: Ranged Weapon Attack: +8 to hit, range 60/120ft., one target. Hit: 11 (2d8 +6) piercing damage.
Strong wind: A strong wind blows around the ship. All enemy creatures must succeed on a DC 15 Strength saving throw or be knocked prone.
Waves of water: Water splashes onto the deck. All creatures on deck must make a DC 15 Dexterity saving throw or be pushed 10ft where the water is flowing and be knocked prone. On a success, the creature is pushed 5ft.
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