Sneak Attack. When Vethmo hits a melee attack against a creature within 5ft of an ally or with advantage, once per turn add (4d6) to the damage roll.
Mobile. When Vethmo attacks a creature, they are unable to attempt strikes of opportunity against him for the rest of his turn.
Redirect. When Vethmo is within 5ft of an ally, he can redirect a single attack against him towards that ally.
Sure-footed. Vethmo has advantage on all Strength and Dexterity saving throws against any effect that would knock him prone.
Uncanny Senses. Unless Vethmo is incapacitated, he cannot be surprised.
Legendary Resistance (3/Day). If Vethmo fails a saving throw, he can choose to succeed.
Multiattack. Vethmo makes three attacks with his Short Sword or he can substitute one for a Pistol or Blunderbuss attack.
Short Sword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 24 (5d6 + 6) slashing damage, plus 11 (2d10) poison damage.
Pistol. Ranged Weapon Attack: +12 to hit, range 40/80 ft., one target. Hit: 19 (5d4 + 6) piercing damage plus 6 (1d10) poison damage.
Blunderbuss. (Recharge 5-6). Vethmo pulls out a blunderbuss and blasts anyone within a 15ft cone with pellets. Anyone in the cone must make a DC 20 Dexterity saving throw taking 54 (12d8) piercing damage, half on a success. Vethmo can use an action to reload the Blunderbuss, resetting its Recharge. If Blunderbuss is used more then 3 times in a row, it breaks under the strain causing it to become useless.
Parry. Vethmo can add +3 to his AC against an attack he can see.
Vethmo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vethmo regains spent legendary actions at the start of its turn.
Slash. (Costs 1 Actions). Vethmo makes an shortsword attack.
Rope Swing. (Costs 2 Actions) Vethmo grabs a nearby rope and can swing up to 40ft away or pulled 20ft vertically up or down.
Bombs. (Costs 3 Actions) Vethmo ignites a bomb and throws it up to 40ft away. All creatures within a 20ft radius must make a DC 20 Dexterity Saving Throw taking 21 (6d6) fire damage and 9 (2d8)(2d8) piercing and be knocked prone. On a success they take half damage and are not knocked prone.
Description
Vethmo Boltgrit is a ruthless and dangerous pirate Captain. He is not afraid to use others to his benefit and excels at close quarters combat. He is rarely found of his ship as he prefers the sea to land and would rather rob other ships of goods than dock himself. For his older age, he is surprisingly agile and quick due his many years at sea, causing him to be difficult to hit and track in combat especially on his ship. He will not hesitate to use dirty tricks to guarantee victory quickly over his foes. Using weapons like blunderbuss and bombs, and even going as far to lace his weapons and ammunition with poison to finish his target off swiftly. He carries his trusty engraved Short Sword that has been imbued with a spell to protect him from Lightning, and his years of studying poisons has made him resistance to most.
He is not to be challenged, as his merciless attitude will turn on anyone he deems a risk to him and his agenda. Feared across the seas, you hope and pray to never come across his sailing ship, as he will ruin anyone who dares interfere with his goals. So long as you mind your own and leave him to do as he pleases, you may see the morrow again.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Oct 16, 2022Hey, OP here, would really appreciate some feedback about this creature. He is my first monster and i plan to use him as a late game boss. Also i forgot to delete the Lair Actions text, sorry lol