Multiattack. The captain makes three melee attacks: two with his Cleaver and one salm. Or the Captain can make an attack with his cleaver and one with his pistol.
Cleaver. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Flint-knock Pistol. Range Attack: +6 to hit range 20/80 ft., one target. Hit: 16 (1d4 + 3) piercing damage.
Slam. Melee Attack +7. Hit 8 bludgeoning damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Slam. The Captain can slam an opponent if they've failed a melee attack and are in 5ft range.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
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