Medium Humanoid, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 230 (18d10 + 50)
Speed
STR
18 (+4)
DEX
22 (+6)
CON
17 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws DEX +11, WIS +10
Damage Vulnerabilities Lightning, Psychic
Damage Resistances Acid, Cold
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 20
Languages Aquan, Common.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious

Actions

Multiattack. Berbrek can make two ranged pistol attacks or four attacks with his rapiers, or unarmed strikes.  

Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) Piercing damage. 

Flintlock Pistol. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit: 12 (1d10 + 7) Piercing damage.

Flurry of Blows

After Berberk take the Attack action on their turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

 
 
Unarmed Strike

When Berbrek use the Attack action with an unarmed strike or a monk weapon on their turn, he can make one unarmed strike as a bonus action.

Bonus Actions

Unarmed Strike. Melee Attack: +11, reach 5 ft., one target. Hit: 10 (1d8+ 6) Bludgeoning damage.

Flurry of Blows. Melee Attack: +11, reach 5 ft., one target. Hit: 10 (1d8+ 6) Bludgeoning damage.

Step of the Wind

Berbrek can spend 1 ki point to take the Disengage or Dash action as a bonus action on their turn, and their jump distance is doubled for the turn.

Unarmed Strike

When Berbrek uses the Attack action with an unarmed strike or a monk weapon on their turn, they can make one unarmed strike as a bonus action.

Reactions

Deflect Missile. One Reaction, one target. (1d10+ 21) damage.

Deflect Missile Attack. Ranged Attack: +11, One Reaction, reach 20-60 ft, one target. Hit: 10 (1d8+ 6) damage.

Other:

Drunkard’s Luck (Special)

When Berbrek make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, he can spend 2 ki points to cancel the disadvantage for that roll.

Drunken Technique (Special)

Whenever Berbrek use Flurry of Blows, they gain the benefit of the Disengage action, and his walking speed increases by 10 ft. until the end of the current turn.

Ki Points (Special)

Berbrek can spend Ki Points to fuel ki features. He have 15 points and your Ki save DC is 17.

Legendary Actions

Berbrek can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Berbrek regains spent legendary actions at the start of his turn.

Misty Step (1 Action). From his connection to the Flying Dutchmen, Berbrek has learned to control the mists of the ship allowing him to teleport 60 ft in any direction to an unoccupied space that he can see.

Surge of the Storm (2 Action) Berbrek can harness the power of the tides to his advantage, steering the crashing waves into his fighting style. Each creature 30 feet in the direction Berbrek is facing has to to make a DC 18 Dexterity saving throw, taking 16 (4d8) bludgeoning damage and being throwing 30 feet back from their original position. Successful saving throws made will take half of rolled damage and will stay in their original position.

Description

 When he was alive, he sailed up and down the coast going where the wind would take him. Berbrek's life was full of drink and fights. As a monk he was eventually banned from his temple for his love of alcohol. On a stormy night at sea, the vessel capsized leaving none alive to tell his story. After drifting asea for weeks, Berbrek finally was picked up by a passing ship. Only to come to realize fate had led him to the Flying Dutchmen. Gazing upon the Captain and hearing his Only question "Do you fear death?" 400 years later, his story is still unfinished, as first mate of the Flying Dutchmen he carries out the captain's orders without fail or hesitation. 

Lair and Lair Actions

The Flying Dutchman

First Mate

Davy Jones' personal galleon.
The flying dutchman can transport between the material plane and the locker at the command of the captain OR 1st mate.
Crewed by souls sworn to the captain of the dutchman the sailors have maintained their mortal forms, becoming warped by the depths of the sea much like their captain.
The Dutchman can submerge into or emerge out of water at the command of the captain or the 1st mate.
The Flying Dutchman is a galleon, the wood emits a low fog 20 feet out on the sea level up to the railing around it, obscuring the dutchmen from prying eyes. It is always present but can be dispersed for 10 minutes by a wind of moderate or greater speed.

Habitat: Coastal

TheHiddenPuppeteer

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