Medium Humanoid, Neutral Evil
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +9, CON +6
Skills Athletics +9, Intimidation +5, Perception +6
Senses Passive Perception 16
Languages Common, Thieves' Cant
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Decorative Armor. If an opponent rolls a critical hit on their attack roll against the Captain, the Captain's armor class is reduced by 1. The Captain's armor class can be reduced this way to a minimum of 15.

Legendary Resistance (2/Day). If the Captain fails a saving throw it can choose to automatically succeed instead.

Commanding Presence (Round 1 Villain Action). The Captain's sheer force of will causes those who oppose him to second guess themselves. At the end of a player's turn during the first round of combat, all creatures within 30 feet of the Captain must succeed on a DC 13 Wisdom saving throw or be unable to take any reactions and must choose between taking an action or bonus action on it's turn. The effect ends at the end of the Captain's next turn.

Dirty Fighter (Round 2 Villain Action). At the end of a player's turn during the second round of combat the Captain throws a pouch of poisonous flash powder at a point within 30 feet, and a cloud of poisonous gas fills a 10-foot radius sphere centered on that point. Any creature within the sphere must succeed on a DC 13 Constitution saving throw or be poisoned. An affected creature can repeat the saving throw at the end of their turn.

Slippery Escape (Round 3 Villain Action OR if reduced to 1/3 HP). The Captain drops a smoke bomb at his feet and a 20 foot radius fog appears centered on his location, heavily obscuring the area. The effect lasts for 1 minute or until a wind of 10 miles per hour (such as from a gust spell) or greater disperses it. The Captain can also immediately move up to his movement speed to attempt to escape.

Actions

Multiattack. The Captain makes any combination of three Greatsword or Handaxe attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the Captain has more than half of its total hit points remaining.

Handaxe. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage, plus 7 (2d6) slashing damage if the Captain has more than half of its total hit points remaining.

Bonus Actions

Second Wind (Recharges after a Short or Long Rest). The Captain regains 20 hit points.

Reactions

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.

Habitat: Urban

Tater789

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