Action Surge (Recharges after a Short or Long Rest). On his turn, Gang Captain can take one additional action.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Gang Captain can regain 16 (1d10 + 11) hit points.
Improved Critical. Gang Captain's weapon attacks score a critical hit on a roll of 19 or 20.
Multiattack. Captain attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Riposte. When a creature that Gang Captain can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.
Comments