Large Giant (Ogre), Chaotic Neutral
Armor Class 16 Studded Leather
Hit Points 125 (9d10 + 6)
Speed 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws CON +8, INT +7
Skills History +8, Intimidation +12, Perception +13, Stealth +7, Survival +9
Damage Resistances Lightning, Psychic, Thunder
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Giant, Thieves' Cant
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Two Heads are Better than One. Grim's malformed sister, Mim, allows them to make two reactions per turn. Also, they cannot be surprised.

Spellcasting. Captain Gemini is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Captain Gemini has following Wizard spells prepared:

Cantrips (at will): Gust, Lightning Lure, Thunderclap

1st level (3 slots): Cause Fear, Thunderwave

2nd level (2 slots): Knock, Misty Step, Shatter

3rd level (1 slot): Tidal Wave

 

Actions

Multiattack. Captain Gemini makes two attacks with its falchion 

Falchion. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage. 

 

Reactions

Repost. As a reaction, Captain Gemini makes a melee attack with their falchion on a missed melee attack, they must see the attacker and be holding their falchion to do so.

 

Description

Captain Gemini is the moniker for this pair of ill-fated ogre siblings because "Grim" has a fully conscious twin budding off the back of his bald head. "Mim," while only a head physically, aids to whatever perception her twin brother neglects in his large, raging body. Mim also proved herself a proficeint mage albeit every shortcoming from her hulking brother's violent dispositon. Their symbiosis allowed both twins to prosper in piracy while bringing fear to all whom utter the name of Gemini.

Lair and Lair Actions

The Intrepid Typhoon is a Brigantine that has survived many battles at sea. It has twelve main guns, four ballistae on deck and a grappling hook near the prowl; mastering these allows for major engagements of ship-to-ship combat and subsequent plundering. It houses eighteen crew comfortably yet tends to favor a larger, less accommodating manifest during the peak shipping seasons. 

At your discretion, Captain Gemini can use one of the following additional lair actions while in their lair (recharge 5-6): 

  • If a crew member holds the crow's nest, gain advantage on Wisdom (Perception) contesting a hiding creature's Dexterity (Stealth)
  • Barrage: 6 cannonball ranged attacks: +12 to hit, reach 350 ft., one target (ships and constructs only). Hit: 12 (2d6+5x100) bludgeoning damage.
  • Crewmates (Max. 5) use their reaction to make Melee Weapon attacks: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

 

Habitat: Coastal

Taftmaster

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