Hook-hand. Hook's left hand is replaced with a prosthetic hook and cannot be disarmed.
Multiattack. Hook makes three melee attacks: two with his rapier and one with his hook.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature.
Flintlock. Ranged Weapon Attack: +6 to hit, range 30 ft./90 ft., one target. Hit: 6 (1d10 + 4) piercing damage.
Parry. Hook adds 2 to its AC against one melee attack that would hit him. To do so, Hook must see the attacker.
Hook can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.
Weapon Attack. Hook makes a weapon attack.
Command Ally. Hook targets one ally it can see within 30 feet of it. If the target can see or hear him, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
Rallying Cry (Costs 2 Actions). Hook and all pirates within 30 feet that can see or hear him regain 20 hit points.
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