Medium Humanoid, Lawful Evil
Armor Class 17 (Kreen Splint)
Hit Points 63 (7d12 + 18)
Speed 30 ft.
STR
19 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Skills Athletics +6, Intimidation +3, Perception +4
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Reactions

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.

Monster Tags: NPC

Kalafax

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