Special Equpiment. Volzhaarg wears a ring of animal influence, and a ring of swimming. He wields a battleaxe, +2 called Hammerhead, and a scimitar of wounding called Mako, and he carries a flask of bottled breath. He recently acquired a Poisonous Pistol, which he can attempt to reload as a bonus action.
Corsair's Arrogance. Volzhaarg rolls for initiative with advantage.
Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Volzhaarg instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.
Fancy Footwork. If Volzhaarg makes a melee attack against a creature during his turn, that creature can’t make opportunity attacks against him for the rest of his turn.
Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the Volzhaarg's ranged attack rolls with a pistol. In addition, he ignores half cover and three-quarters cover when making ranged attacks with a pistol.
Relentless Endurance. Once per long rest, if Volzhaarg is reduced to 0 HP but not killed, he can drop to 1 HP instead.
Sea Legs. Volzhaarg has advantage on ability checks and saving throws to resist being knocked prone.
Sneak Attack. Once per turn, Volzhaarg can deal an extra 3d6 damage to one creature he hits with an attack with a finesse or ranged weapon if he has advantage on the attack roll. Volzhaarg doesn't need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll.
Multiattack. Volzhaarg makes one attack with Hammerhead and one attack with Mako.
Hammerhead. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 5) slashing damage.
Mako. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) slashing damage. Once per turn, Volzhaarg can wound a target on a hit from Mako. The wounded target starts each of its turns suffering 1d4 necrotic damage for each time Volzhaarg has wounded it. After it is wounded, the target can make a DC 15 Constitution saving throw. On a success, the effect of all such wounds ends. The effect of such wounds will also end if the wounded creature, or a creature within 5 feet of it, uses its action and succeeds on a DC 15 Wisdom (Medicine) check.
Poisonous Pistol (Recharge 4-8).Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10+4) piercing damage plus 11 (2d10) poison damage.
Cunning Stunt. On each of his turns, Volzhaarg can use a bonus action to take the Dash, Disengage, or hide action, and he adds +1 to any acrobatics check.
Pistol Reload. Volzhaarg can attempt to reload his Poisonous Pistol by rolling a 4-8 on a d8 as a bonus action.
Second Wind. (Recharges after a Short or Long Rest). As a bonus action, Volzhaarg can regain 20 hit points.
Parry. Volzhaarg adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of Sonny that can hear him misses with an attack, Sonny can yell perilous threats to allow that creature to reroll the attack roll.
Uncanny Dodge. When an attacker that Volzhaarg can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Lair and Lair Actions
Volzhaarg's lair is on either of his ships: the caravel Bull Shark and the galleon Galeocerdo.
On initiative count 20 (losing initiative ties), Volzhaarg causes one of the following effects:
- The wind picks up, and either a sail or part of the ship's rigging comes loose and ensnares a creature of Volzhaarg's choice within 60 feet. The creature must make a DC15 strength save or be restrained, and it can make a strength save at the beginning of its turns to attempt to free itself.
- The sea suddenly heaves and the deck of the ship pitches wildly to one direction. Every creature except Volzhaarg must make a DC15 Dexterity saving throw or be knocked prone.
- Volzhaarg cuts a rope and causes either a barrel, crate, or part of the rigging to roll, fall, or swing into a creature of his choice within 60 feet of him. The creature must make a DC15 Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone.
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