Medium Humanoid (Half-Elf), Chaotic Good
Armor Class 16 Leather Brown Coat
Hit Points 138 (10d10 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws STR +5, CON +6
Senses Darkvision 60 ft., Passive Perception 20
Languages Common, Dwarvish, Elvish, Goblin, Orc, Thieves' Cant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Action Surge. You can take one additional action on your turn. This can be used 1 times per short rest.
Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can roll a d8 and add the die to the roll, provided you aren’t incapacitated. This can be used 2 times per short rest.
Gunner. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Insightful Manipulator. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn whether it is your equal, superior, or inferior in any two of its INT, WIS, CHA scores, or class levels (if any).
Disarming Attack. When you hit with a weapon attack, you can roll a d8 and add it to the damage and to disarm the target if it fails a STR saving throw (DC 17).
Evasive Footwork. When you move, you can roll a d8 adding the number rolled to your AC until you stop moving. This can be used 2 times per short rest.
Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
 
Actions

Multiattack. Captain Reynolds can attack twice with any weapon equipped.

Action Melee Attack. Rapier: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 5) piercing damage. 

Action Melee Attack. Dagger: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d4 + 5) piercing damage. 

Action Ranged Attack. Rifle: +11 to hit, range 80/240 ft., 1 target. Hit: 18 (2d10 + 5) piercing damage.

Action Ranged Attack. Revovler: +11 to hit, range 40/120 ft., 1 target. Hit: 15 (2d8 + 5) piercing damage.

Bonus Actions
Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
 
Master of Tactics. You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you if it can see or hear you.
 
Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 3 HP.
Reactions

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Description

Captain of the transport ship Serenity. Mal will do almost anything if the price is right, but it’s easiest to call him a smuggler. He began his life as a soldier serving with the Mulhorandi during the Thayan war of independence. He would eventually rise to the rank of Captain, but the Mulhorandi lost the war and Mal was forced to abandon the cause. Unwilling to accept the dominion of the Thayans, Mal now lives his life as a drifting sea captain – willing to take almost any job if it agrees with his principles and will help pay the bills.

Monster Tags: half-elf

Habitat: Coastal

R_Lightning

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