Flourish. Captain Ailmon adds her Charisma modifier to the damage roll for her melee attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Friend of the sea. She can communicate simple ideas to creatures with a swimming speed. They can understand but not respond. She can also breathe underwater.
Evasion. When she is subjected to an effect that allows her to make a DEX saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage on a fail.
Sneak Attack. If Captain Ailmon has advantage on an attack, she can deal an extra 4d6 damage, once per turn
Multiattack. The captain makes two attacks: one with Backfire and one with Shipwrecker.
Backfire. Ranged Weapon Attack: +7 to hit, range 30/90ft., one target. Hit: 9 (1d10 + 3) piercing damage.
Shipwrecker. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage
Spellcasting. Captain Ailmons spellcasting ability is wisdom (Spell save DC 13, +5 to hit). She has the following spells:
Gust, Cure wounds (once per day)
Ailmon's Ring:
While wearing the ring, Captain Ailmon gains the following effects:
She can walk on water.
It has 6 charges and regains 1d6 charges at dawn. It can cast the following spells (Spell save DC 17):
Create or destroy water (1 charge)
Control Water (2 charges)
Tidal Wave (2 charges)
Maelstrom (3 charges)
Watery Sphere (2 charges)
Raise dead (6 charges)
Cunning Action. Can use a bonus action to dash, disengage or hide.
Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
Uncanny Dodge. Whenever she takes damage, Captain Ailmon can use a reaction to take half as much instead.
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