Medium Humanoid (Human), Lawful Evil
Armor Class 16 (studded leather, fighting style)
Hit Points 98 (14d10 + 28)
Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +6, INT +5
Skills Athletics +12, Deception +12, Insight +5, Intimidation +12, Perception +5, Stealth +8
Senses Passive Perception 15
Languages All English, Common Spanish, Thieves' Cant
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Action Surge (1/short rest). On his turn, Blackbeard can take an additional action on top of his regular action and a possible bonus action.

Cunning Action (1/turn). Blackbeard can use a bonus action to take the Dash, Disengage, Hide, Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.

Evasion. When Blackbeard is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Maneuver Master (5d8 maneuver dice/short rest). Blackbeard can expend a maneuver die to perform a single maneuver with an attack.
◆ Command. Blackbeard uses his bonus action to forgo one of his attacks and direct a friendly creature who can see or hear him. The creature uses its reaction and makes a weapon attack, dealing 1d8 additional weapon damage on a successful hit.
◆ Disarm. A creature Blackbeard has hit with an attack takes 1d8 additional damage and makes a DC 16 Strength saving throw or drops one held item of his choice.
◆ Feint. Blackbeard can use his bonus action to feint against one creature within 5 feet. He has advantage on his next attack roll against that creature as long as it before the end of his turn. On a hit he deals 1d8 additional damage.
◆ Sweep. Blackbeard chooses a creature adjacent to him target and within his reach and on a hit, the adjacent creature takes 1d8 damage (of the same type as the weapon attack).
◆ Trip. Blackbeard deals 1d8 additional damage and if the target is a creature of Large size or smaller, it makes a DC 16 Strength saving throw or is knocked prone.

Second-Story Work. Climbing does not cost Blackbeard extra movement. When he makes a running jump, the distance he covers increases by 3 feet.

Second Wind (1/short rest). On his turn, Blackbeard can use a bonus action to regain 1d10+7 hit points.

Sneak Attack (1/turn). Blackbeard deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Blackbeard that isn’t incapacitated and Blackbeard doesn’t have disadvantage on the attack roll.

Athletic. Blackbeard can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.

Mobility. Blackbeard can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.

Actions

Extra Attack. Blackbeard attacks twice when he takes the Attack action.

Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Dagger (4). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Pistol (6). Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 8 (1d10+3) piercing damage.

Musket. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 9 (1d12+3) piercing damage.

Reactions

Uncanny Dodge. When an attacker Blackbeard can see hits him with an attack, Blackbeard can use his reaction to halve the attack’s damage against him.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Jyuro

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