Flourish. The captain adds its Charisma modifier to the damage roll for its Cutlass attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Amphibious. You can breathe air and water.
Multiattack. The captain makes two longsword attacks. If it has a shortsword drawn, it can also make a Flintlock attack.
Cutlass. Melee. +5 to hit, 5 ft., one target. Hit: 9 (1d8 + 5) slashing, or 10 (1d10 + 5) slashing damage if used with two hands.
Dagger. Melee. +4 to hit, 5 ft., one target. Hit: 6 (1d4 + 6) piercing. Attacks with advantage with a stealth attack.
Heavy Crossbow. Ranged +4 to hit, 35/70ft, one target, Hit (1d6) piercing, if a crit add 2( 1d4) damage.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Lair and Lair Actions
Broadside: Fire your cannons into the enemy ship, dealing 24(4d10) damage to the ship.
Ocean Fury: Cause a roaring wave to strike a ship of your choice, everyone on the ship must make a strength check or be knocked prone.
Release The Beast: The sea-beast erupts from underneath the waves, place the beast on the map wherever you like however, it must stay in the water at all times. The beast has its own actions but cannot be moved once it is placed.
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