Medium Humanoid, Any Alignment
Armor Class 19 (natural armor, Suave Defense)
Hit Points 102 (20d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses Passive Perception 12
Languages any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Suave Defense. While the Corsair Captain is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Flourish. The Corsair Captain adds its Charisma modifier to the damage roll for its melee weapon attacks (included in the attack).

Sea Legs. The Corsair Captain has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Multiattack. The Corsair Captain makes one Dagger attack and two Rapier attacks.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 8) piercing damage.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 8) piercing damage.

Bonus Actions

Lightfooted. The Corsair Captain takes the Dash or Disengage action.

Reactions

Run 'Em Through, Lads! (1/turn). Whenever a friendly creature within 60 feet of the Corsair Captain that can hear it attacks, the Corsair Captain boosts morale to cause the attack to have advantage. If the attack hits, it deals 14 (4d6) damage. 

Description

Some captains set themselves apart from the rest by leading their crews towards vast new horizons full of danger, daring, and riches. The Corsair Captain is one such leader. Capable of pushing their compatriots to the limit, the Corsair Captain is a battle-seasoned expert of the high seas. 

Habitat: CoastalUrban

OnePunchLord

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