Sea Legs. Jack has advantage on ability checks and saving throws to resist being knocked prone.
Dirty Ploy. When Jack makes a critical hit against enemy creature, this creature is stunned until the start of Jack's next turn.
Multiattack. Jack makes two attacks with Carnage
Carnage. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 17 (2d12 + 4) slashing damage.
War Shout (Recharge 6). All of Jack's allies that can hear him gain advantage on all melee weapon attack rolls they make until the start of Jack's next turn.
Parry. Jack adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Jack 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. He regains spent legendary actions at the start of his turn unless otherwise noted.
Carnage. Jack makes a single attack with Carnage.
Rampage. (Costs 3 actions) (Recharge 6) Jack rushes forward in a 25-foot line. All creatures within 5 feet of him from the beginning to the end of the line take 3 (1d6) slashing damage.
Magnetic Gauntlet. (Costs 2 actions) (Recharge 5-6) Jack chooses one weapon that is held by a creature he can see within 60 feet. If the object is metal, the creature holding the object must make a Strength saving throw. On a failed save, the object flies out of its grasp toward him. If it is small enough for him to hold in one hand and he has at least one hand free, he can catch it; otherwise, it lands at his feet. The creature has advantage on this save if it is holding the object in both hands.
Description
Calico Jack is the fierce captain of the The Black Mist.
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