Flourish. The captain adds his Charisma modifier to the damage roll for his longsword attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Dwarven Resilience. Hundr has advantage on saving throws against poison, and he has resistance against poison damage.
Glancing Blows. Hundr has an extended Glancing Blows range of 17-20 AC. (see Additional Notes for explanation)
Legendary Resistance (3/Day). If Hundr fails a saving throw, he can choose to succeed instead.
Multiattack. The captain makes two attacks: one with his Scorpion Lasher and one with his longsword.
Scorpion Lasher (whip). Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d4+5) piercing damage plus 4 (1d6) poison damage. On a hit, a medium or smaller creature must succeed on a DC13 STR saving throw or be pulled 5 feet closer to you.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) slashing damage, or 10 (1d10 + 8) slashing damage if used with two hands.
Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
Parry. Hundr adds 2 to its AC against one melee attack that would hit it. To do so, the Hundr must see the attacker and be wielding a melee weapon.
Hundr can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hundr regains spent legendary actions at the start of his turn.
Move. Hundr moves up to his speed without provoking opportunity attacks.
Scorpion Lasher. Hundr attacks once with his Scorpion Lasher whip.
Command Ally. Hundr targets one ally it can see within 30 feet of it. If the target can see and hear Hundr, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Description
Hundr Goldteeth is the captain of a ship called the Flying Wild. He sails around the seas with his crew of deplorables and preys on the weak and vulnerable, choosing to hunt easy targets for small prizes rather than risk losing in a fair fight. However, do not let that deceive you into the notion that he is a weak pirate himself. Hundr is an accomplished and powerful fighter, and takes pride in showing off the full force of his strength, even against the weakest of his victims.
Additional Notes:
- Glancing Blows is a homebrew rule that states when an attack roll matches the AC of a target, it is considered a 'glancing blow'. The attack hits, but only deals half-damage. Tougher opponents may have an extended Glancing Blow range, which means any attack that falls within that range is considered a glancing blow and as such only deals half damage.
- Scorpion Lasher is a homebrew magic item, courtesy of The Griffon's Saddlebag on Reddit.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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