Medium Humanoid (Any Race), Typically Chaotic Neutral
Armor Class 13 (splint)
Hit Points 45 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CHA +4
Skills Athletics +5, Intimidation +4
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Bonus Actions

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.


Habitat: ArcticCoastalSwampUnderwater

OneLastLullaby

Comments

Posts Quoted:
Reply
Clear All Quotes