Flourish. The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
Firearms Knowledge. The captain’s mastery of its weapons enables it to ignore the loading property of muskets and pistols.
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Multiattack. The captain makes two attacks: one with its longsword and one with its pistol
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus 3 (1d6) lightning damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 13 (1d10 + 7) slashing damage if used with two hands.
Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 55 (6d6) lightning damage on a failed save, or half as much damage on a successful one.
Shape Up, Ye Dog (3/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.
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