Medium Humanoid (Human), Any Non-Lawful Alignment
Armor Class 17 (leather armor)
Hit Points 120 (14d10 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
19 (+4)
CON
15 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +8, CHA +8
Skills Acrobatics +3, Athletics +5, Perception +4, Persuasion +6
Senses Passive Perception 15
Languages Common, Elvish, Orc (can understand it, not speak it)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Lightfooted. The Admiral can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the Admiral is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Once per short rest: Find Familiar Hawk

Actions

Multiattack. The Admiral makes three attacks: one with a dagger or hand crossbow and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 2) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage.

 

Reactions

Parry. Admiral Helmsley adds 2 to his AC against one melee attack that would hit him. To do so, the Admiral must see the attacker and be wielding a melee weapon.

Description

Fleet Admiral and mercenary

Monster Tags: NPC

Habitat: CoastalUrban

Pakkasparkers

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