Brave. The pirate has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the pirate hits with it (included in the attack).
Multiattack. The pirate makes three melee attacks. Two with a sword, one with his hooked left hand.
Scimitar of Life Stealing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Hand Hook. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing or piercing damage.
Parry. The pirate adds 3 to its AC against one melee attack that would hit it. To do so, the pirate must see the attacker and be wielding a melee weapon.
Description
Captain James Hook is master of the ship, The Jolly Roger. It is trapped in Neverland, where he pursues an eternal feud with Pan. He has a crew of 20 pirates.
His left arm has been fitted with a steel hook after Pan's Sword of Sharpness lopped off the hand and Pan fed it to a crocodile.
He wears an enchanted +3 Captain's Coat and wields a Scimitar of Life Stealing. He also wears Boots of Striding and Springing, a Scabbard of Speed and a Hat of Nimbleness.
Lair and Lair Actions
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