Medium Humanoid (Aarakocra), Chaotic Evil
Armor Class 18 +1 Studded Leather
Hit Points 25 (7d10 + 2)
Speed 50 ft., needs to be wearing light or no armor , Walk 25 ft.
STR
13 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +4, CON +5
Senses Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [Captain Razorbeak] is a 7th-level spellcaster. His spellcasting ability is [Intelligence] (spell save DC 12, +4 to hit with spell attacks). His spellcasting ability is [Charisma] (spell save DC 13, +5 to hit with spell attacks)

Captain Razorbeak has following wizard spells prepared:
Cantrips (at will): [Green Flame Blade ], [Eldritch Blast], [Shape Water], [True Strike] 
1st level (5 slots): [Shield], [Hex], [Armor of Agathys], [Wrathful Smite]

Actions

Multiattack. Captain Razorbeak makes 2 attacks with his cutlass. And 1 with his hook

+1 Cutlass (Scimitar). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 6) [slashing] damage. 

Devil's Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 5) [Piercing] damage plus 1d4 necrotic damage

Green Flame Blade. You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit +9, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier +1.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + 1 your spellcasting ability modifier. 

Pistol. RangedWeapon Attack: +9 to hit, range 30/90 ft., # target. Hit: 8 (1d10 + 5) [piercing] damage.

Bonus Actions

As an Eldrich Knight Fighter with two-weapon fighting he can make his off-hand attack with his bonus action and add his damage modifier

Hexblade's Curse- as a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

 

Reactions

Shield. as a reaction, you can add a +5 bonus to your ac

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.

Description

Captain Marcus Razorbeak is a cruel pirate captain.  A parrot Ararkocra, he has sailed the waters of the Eastern Coast of the Ashlands for many years, unafraid of the dangers of the deep or the authorities that want him in chains or dead. 

He has taken up a fanciful habit of keeping a small child on his shoulder as a joke and defense as most people are less likely to attack him out of fear of hurting the child.

When making attacks against Captain Razorbeak, you must decide if you are choosing to not hit the child of if you don't care.  If you don't care, you make the attack and any natural dice rolls that are 5 or lower hit the child.  If you do take care to not hit the child Captain Razorbeak gets +2 ac as if he had half cover.  Each time he moves more than 10 feet, Captain Razorbeak must make a dc 10 acrobatics check.  If he fails, the child drops to the ground and attempts to run away leaving him vulnerable.  

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.

Bloodyshadow1

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