Medium Humanoid, Lawful Evil
Armor Class 15 (chain shirt)
Hit Points 95 (10d8 + 50)
Speed 25 ft., Swim 25 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +7, CON +8
Damage Resistances Cold
Senses Passive Perception 14
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Multiattack. Captain Crunch makes two attacks, one with his whip and one with his cutlass.

Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 5) slashing damage.

Animate Ropes (Recharges after a Short or Long Rest). Up to four ropes Captain Crunch can see within 40 feet of him magically rise and animate under his control, provided that the ropes aren't being worn or carried.

Each animated rope is an object with AC 18, 15 hit points, and immunity to psychic, poison, and thunder damage. When Captain Crunch uses multiattack on his turn, he can use each animated rope to make one additional whip attack. If the attack hits, the creature becomes grappled (escape DC 16). An animated rope can grapple one creature of its own but can't make attacks while grappling. An animated rope reverts to its inanimate state if reduced to 0 hit points or if Captain Crunch is incapacitated or dies.

Lair and Lair Actions

Batten Down the Hatches. When not incapacitated and on his ship the S.S. Guppy, once per day at any time, Captain Crunch can cause all the ropes and chains normally on the ship to attempt to restrain any creatures on the ship. Each targeted creature must make a DC 16 Dexterity saving throw or be grappled (escape DC 18) to the deck.

 

Habitat: Coastal

realmsofendlessday

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