Blunderbuss Arm Prosthetic.
A magically enhanced metallic arm that hides a blunderbuss in the wrist.
Fully functional as a normal arm when it comes to movement, but since its not made of flesh and blood it can be used to parry attacks.
Lightfooted. Captain Deana can take the Dash or Disengage action as a bonus action on each of her turns.
Multiattack. The captain can make up to two attacks: two with its rapier and one with its flintlock arm prosthetic.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Blunderbuss Arm. Ranged Weapon Attack:
Can be loaded with Scatter Shot ammunition. All targets in a 10ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take 3d4 Piercing Damage and are knocked prone, or half as much on a success and remains standing. Reloading requires one action.
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 can use her prostethic arm or a rapier.
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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